UGX-Mods

Call of Duty: Black Ops 1 => Custom Maps, Mods & Tools => Mod Releases => Topic started by: NikolaiLikesVodka on April 20, 2019, 05:31:52 pm

Title: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: NikolaiLikesVodka on April 20, 2019, 05:31:52 pm
Renaissance Zombies Mod ​​​​​​

By: Partisan Executioner, Slayerbeast12, xSanchez78, & Kagamine Addict

Requirements:
Visual Studio 2013 Redistributable: https://www.microsoft.com/en-us/download/details.aspx?id=40784 (https://www.microsoft.com/en-us/download/details.aspx?id=40784)
Game_Mod by Se2dev:
https://github.com/Nukem9/LinkerMod/releases (https://github.com/Nukem9/LinkerMod/releases)

https://www.ugx-mods.com/forum/index.php/topic,10956.0.html (https://www.ugx-mods.com/forum/index.php/topic,10956.0.html)


Story:
You thought changing the past wouldn't have any consequences didn't ya? Your actions have lead to the creation of this dimension, nothing.. NOTHING is right. Now you have to live all those moments over again, from the airfield to the moon base only this time things are different much more different....

Mega:
mega.nz


Mediafire:
www.mediafire.com



Screenshots:

Gameplay:
Beta Gameplay




















Firearms List:
Armory
Pistols
- Colt M1911A1, Sandstorm Model, BO1 Anims
- TT-33, Gamebanana/Hollowpoint Model, BO1 CZ75 Anims
- Colt King Cobra, Gamebanana/ Thanez Model, BO2 Anims
- Mauser M712, WW2

Submachine Guns
- M1921AC Tommy Gun, BO4
- MP40, WW2
- IMI UZI, Ins Sandstorm Model, BO2 Anims
- Bergmann MP28, WW2
- H&K UMP-45, IW
- H&K MP5A4, Ins Sandstorm Model, BO2 Anims
- Nambu Type 100, WW2
- PPSH-41, BO3

Bolt Action Rifles
- K98K, WW2
- Lee Enfield Mk. 4, WW2
- Springfield M1903A1, WW2
- Meiji Type 38, WW2
- Cheytac M200 Intervention, IW

Battle/Assault/Carbine Rifles
- M1 Garand, WW2
- Gewher 43, WW2
- WZ. 1938 Karabin, WW2
- Siminov PTRS-41, WW2
- Winchester 1894 Lever Action, WW2
- M1/M2 Carbine, WW2
- ACC Honey Badger, Ghosts
- AKS-74U, Ins Sandstorm Model, BO3 Anims
- FG42, WW2
- STG-44, DOI Model, WW2 Anims
- MKB-42(H) Akimbo, KF2 Model/ IW Anims
- Colt USAF M16, BO3 Model, BO2 Anims
- IMI Galil ARM, BO3 Model, BO4 Anims
- Beretta ARX-160, IW
- FNFAL G Series, Ins Sandstorm Model, BO2 Anims
- M14/SA M1A, MWR Model, BO3 Anims
- Izhmash AKM, MWR Model, BO4 Anims
- FN SCAR-H MK. 17, Sandstorm Model, CODOL Anims
- BAR M1918A2, WW2
- SA80, Sandstorm Model, Ghosts Anims
- Steyr AUG, Gamebanana/4ECHO Model, BO1 Anims

Machine Guns
- RPK-74, Bo3 Model, BO1 Anims
- Maxim MG-08 "Zweihander", BO4
- HK21E, BO1
- MG42, WW2
- Hotchkiss M1909, BO4
- M134 Minigun, MWR Model, BO1 Anims

Shotguns
- Sawn Off Model 21, WW2
- Beretta Model 682/Rottweil 72, BO3
- Model 1887, COD Online
- Winchester Model 1897 Trench Gun, BO4
- Walther Toggle Action, WW2
- Franchi SPAS-12, IW
- MPS AA-12, COD Online Anims, KF2 Model
- M30 Luftwaffe Drilling, WW2
- Blunderbuss, WW2

Launchers
- Milkor MGL M32, KF2 Model, BO2 Anims
- Panzerschrek, WW2
- Fliegerfaust, WW2

Special
- Explosive Crossbow, WW2
- M2 Flamethrower, WW2

Melee
- Parabolic Combat Knife, MWR Model, BO1 Anims
- Ballistic Knife BO2 W/ Kbar, BO2/WW2 Models, BO1 Anims
- Bowie Knife 2065, BO1 anims, BO3 Model
- Sickle, BO1 anims, BO3 Model
- Galva Knuckles, BO2

Elemental Weapons
- Ray Gun, BO4 Model, BO2 Anims
- Ray Gun Mk. II, BO3
- Wonderwaffe DG-2, BO3
- Winter's Howl- BO4 Model, BO1 anims
- Thundergun, BO3
- Shrink Ray, BO3
- Wavegun, BO1 anims, BO3 Model

Equipment
- M24 Stielhandgranate, WW2
- M67 Fragmentation Grenade, MWR Model, BO1 anims
- Semtex Grenade 2025, BO2
- Widows Wine Grenades, BO3
- Bounching Betties, WW2, WAW Anims
- Claymore, MWR- Claymores + Spikemore Replacement, BO1 Anims
- Gersh Device, BO1 Anims, BO3 Model
- Matryoshka Dolls, BO1 anims, BO3 Model
- Quantum Entanglement Device, BO1 Anims, BO3 Model
- Syrette, BO4
- Monkey Bombs, BO1 anims, BO3 Model
- Zombie Meat, BO2
- Hacker, BO3
- P.E.S Helmet, BO3



Features:
Have Fun Reading This :)
//===============================================================================
// General Gameplay Changes (Because u probably too lazy to click the link)
//===============================================================================

- All maps can be played in a single mod
- Moving backwards does not penalize your movement speed
- Zombie Chronicles hands for Dempsey, Nikolai, Takeo, and Richtofen
- New viewhands for P.E.S. suit
- New powerup and perk shaders
- Revive range increased
- Bonfire sale and Perk Drop powerups appear in the later rounds round 12+
- WAW pap camo for all guns (blue/silver)
- Players go down in 3 hits like BO3 (stacks with Jugg)
- Fire sale added to all WAW maps
- Additional powerups such as Bonfire Sale, Firesale, Zombie Blood, All Revive, Bonus Points and two custom ones
- Added PAP spawn powerup into Verruckt and Shi No Numa that spawns pack a punch at a random location around the map, last for 2 minutes.
- Zombie Blood player model is changed to the Nazi zombie model for all maps
- Players cannot be hurt by barrier zombies while in Zombie Blood
- Grabbing a powerup that is already active will stack to it's current time instead of resetting the timer
- Fixed downed players being able to damage alive players
- 1 second immunity to zombies after getting revived in both solo and coop
- Dead Players can type to alive ones
- Musical Easter Eggs can be re-activated 3 rounds after the song finishes playing (includes Nacht radio, Verruckt toliet, and SNN Telephone)
- Included Meat powerup from BO2 grief
- Meat powerup can be thrown at teammates and switching weapons will immediately drop it on the ground
- Meat has no effect on players in zombie blood
- All easter eggs except Acension's can be completed with any amount of players
- Zombie Chronicles round music
- Player hit sounds from Zombie Chronicles
- Indicator sound in Acension and Call of the Dead when players receive perk rewards
- BO2 death hands
- Decreased round intermission time from 10 to 9 seconds
- Zombie Chronicles bleed out and last stand audio
- Added BO4 style powerup buildup effect (now you don't have to worry about knifing a zombie and getting a nuke)
- All Revive powerup has been added to larger maps, (Also revives players in Who's Who and gives them back their perks)
- Players can give unwanted weapons to others by simply knifing the box for them to grab (Like BO4)
- Instead of set having set locations powerup icons now move to the side like BO2
- Meat powerup cannot be grabbed if the player has a deathmachine or wonderwaffe powerup vise versa
- All characters have pain and grunt/exert sounds
- Box locations now have the BO3 teddy on top
- Mystery Box spawns are random in every level (Including maps with set spawn points such as Acension, & Der Riese)

//===============================================================================
// Perk Changes
//===============================================================================

- Total of 14 perks (varies per level)
- Perk Jingles for Quick Revive, Juggernog, Double Tap, Speed Cola, Stamina, and Mule Kick are changed to the Shadows of Evil ones
- All perks have jingles
- Players can all buy the same perk at once
- Perk limit is set to 6
- Thirdperson perk Changesdrink animation from BO2 instead of the radio animation
- Updated perk models to BO3 ones minus Cherry and Who's Who
- Black ops 3 perk bottles
- Additional perks into each map which includes all BO1 DLC Perks, Whos Who, Electric Cherry, Vulture Aid , and Widows Wine
- Mule Kick gives back your third weapon upon purchase after downing, (does not give back limited weapons such as Thundergun)
- To save fx space cherry only has one burst effect for all explosions
- Two perks exclusive to the perk bottle powerup, Bandolier Bandit and Timeslip
- Bandolier Bandit, (Regenerates ammunition for players weapon, increases the amount of Lethal and Tactical grenades, excluded wonder weapons from the list)
- Timeslip, (Increases powerup duration for a minute, spawned powerups stay for longer, increased cycle rate of box and pack a punch, Faster trap cooldown times)
- Deadshot now has a head damage multiplier that goes up for each consistent headshot (it goes down slowly if you miss headshots)
- You can now prone under perks to get 100 points (some locations may not yet you)
- Quick Revive increases health regeneration time (Like BO4)
- Collision sounds added when a player walks up to a perk


//===============================================================================
// Weapon Changes
//===============================================================================

- Weapons from various Call of Duty games, and some from other games
- All weapons are either re-balanced or tweaked
- Weapons are changed to their real life magazine sizes (excludes HK21, Winchester 94, RPK, ETC)
- Custom muzzleflash effects for each weapon class + upgraded versions
- New shell models for guns
- Additional thirdperson animations for weapons including WAW flamethrower, and BO2 Staff animations.
- Most of the weapons and equipment have been updated to their newer counter parts (such as ZC Thundergun, Hacker, MWR Claymores)
- Custom fire and reload sounds
- Explosives, Gersch Device, Scavenger, and Upgraded shotguns cause zombies to disintegrate (Like in BO2)
- Chalks and strings are changed to match the new weapons
- World At War maps have COD WW2 weapons that replace their old gen counterparts
- Buffed Winter's Howl
- Fixed Gpsawn error with the Baby Gun in Shangri La
- Ray Gun Powerup in dead ops grants additional movement speed
- Wall weapons in some maps can be obtained via the mystery box in other maps
- Unique weapons to each map
- Tweaked movement speed for weapon categories
- Faster cooldown between burst shots (Like BO2)
- Scavenger does infinite damage towards zombies
- Replaced BAR w/ Bipod with the regular BAR, costs 1800
- Trench gun is the standard shotgun for both WAW and BO1 maps
- M1911 gibs zombies
- Certain weapons have the ability to switch ammo types when pack a punched
- Galva Knuckles will not affect the melee of the Ballistic Knife
- Neckshots grant players 90 points for a kill
- Rocket launchers now have back blast that can knockdown zombies behind the player when discharged
- Expanding the last shot for the Upgraded M1 Garand causes nearby zombies heads to pop off
- All weapons have sprint and dive animations
- Reviving players that are in Who's Who with the ballistic knife gives them their perks back
- Matroyshka Dolls deal infinite damage
- Wonderwaffe DG-2 Chainlink Arc connects to a full horde now



//===============================================================================
// Zombies/AI Changes
//===============================================================================


- Changed eye glow to red (based on KF2 Rioter Glow and MOTD), also in blue for moon
- Black Ops 3 AI zombie animations
- New death animations for the zombies
- Additional Walk, Run, and Sprint animations for the zombies (varies in each map)
- Zombie variants are added and vary in each map, zombie types vary between higher health, teleporters, screamers, suicide bombers, gas zombies, shielders, cloakers, and pukers
- Hellhound rounds have been reworked and dogs have much less health but there are 4 times as many and increase with player counter
- Flaming dogs cause damage to players when they explode (closer you are the more damage you take)
- Added Fire Breathing Hellhound similar to COD OL (think of it like a hellhound panzer)
- Cyberus/Armored Hellhound type that deals 50 damage instead of 25, more health, and moves slower
- Additional boss enemies added into maps such as the Engineer, Cosmic Silverback, Panzer Soldat, and Scrake
- Zombies use taunt animations when distracted by monkeys, or similar distractions rather than switching to an idle stance
- Zombies spawn at a much faster rate during the rounds for faster paced gameplay
- Added Chronicles zombie audio to cold war maps and original vox for WAW ones
- WAW Nacht zombie sounds for Prototype/Nacht Der Untoten
- All zombie variants are immune to the distractions (Monkeys, Upgraded Crossbow, Meat)
- Additional meat chunk models for when zombies get obliterated
- Headshot FX now includes brain chunks and blood spewing out
- Hellhounds will now appear on some maps which didn't originaly have them
- Secret boss zombie that appears on all maps except Moon


//===============================================================================
//Map Specific Changes
//===============================================================================


// Nacht Der Untoten
- Included World at War intro sound when players first load ingame
- Return of the Marines along with quotes to both Nacht and Verruckt
- Adding 4 locations around the map that each cycle through all 10 perks including pack a punch
- The perks randomize location every 2-5 minutes
- Included Hellhound rounds
- Included Suicider, Cloaker, Shielder, and Armored zombie variants
- Original zombie sounds from WAW Nacht
- Box is now above the ground with it's own stand model and can now move locations
- Mystery box light effect has been added to show the location of the box
- Added 3 new box locations to Nacht


// Verruckt
- Added intro sound for when players first start
- Custom max ammo round, Lockdown Rounds (Players are teleported into a random area and have to hold off an endless horde of zombies for 2 minutes, 30 seconds are added each new lockdown round)
-upon completion players are awarded max ammo
-Hellhounds now appear during the lockdown round
- Added Armored Zombie types
- Return of Verruckt sprinters and deadlier zombies
- Power switch handle is hidden, spawns in any room
- Wonder Waffe DG-2 is obtainable via the mystery box (Like in BO3)


// Shi No Numa
- Added Panzer Soldat boss (immune to traps, DG-2, Cherry, Widows, and Flogger)
- All perks on the map besides Cherry, Deadshot, and Quick revive randomize in the areas opened aswell at the huts
- Suiciders and Gas zombies have a unique look to match the map theme
- Shielder, Gas, Suicider, Cloaker, Screamer, & Teleporter zombies appear
- Added event in the later rounds where mortars fall from the sky that can insta kill players
- Hellhounds spawn alongside zombies in the later round
- Takeo's model no longer has a moustache like on WAW (applies to Der Riese too


// Der Riese
- Added Scrake boss(Killing Floor 2), immune to the DG-2, teleporters, and electric traps, also has massive HP and enrages once hes at half health.
- Suicider, Cloaker, & Teleporter zombies appear
- Engineers spawn in the later rounds
- Additional powerups are included into the teleporter rotation
- Fixed players getting stuck on geometry
- There are now 3 power switches located around the map and when activated will turn on their respective areas


// Kino Der Toten
- Suicider zombies appear
- AUG can be purchased on the wall under the turret for 1200 points
- Engineers spawn in the later rounds
- If a player is upgrading their weapon the teleporter will wait for them to take their gun
- Turret model is changed from the Type 92 to the MG42 to match the German theme


// Five
- Thief has two additional sprint animations
- Engineers appear on round 12+
- New viewhands for all characters
- Hellhounds now appear every 5-7 Rounds
- Dogs will now use the teleporters like zombies
- Elevators are disabled during dog rounds
- After the power is turned on Thief rounds randomize with dog rounds


// Dead Ops Arcade
- 3 hit down system
- Slightly faster respawn time for downed players in coop
- Powerups such as weapon drops, turrets, and others last slightly longer
- Increased chance of entering the Room of Fate
- Fates are always in the same order
- Zombies health reduced slightly
- Powerup models changed to their BO3 counterparts with few exceptions
- Changed playermodels
- Increased player movement speed
- Powerups such as Heli, & Tank can spawn in earlier rounds
- More variety to zombie animations
- Ability to switch between first and third person with the melee key (can only be activated by host in coop)
- Updated powerup models and sounds


// Ascension
- Cosmic Silverback Boss (Has immunity towards massive amounts of damage, ground slam attacks can knock down zombies)
- Replaced turret model with RPD to match the Russian theme
- Added back Double Tap
- Hellhounds now appear past round 15 alongside zombies
- Monkeys don't arrive until you purchase Jugg, Stamina, Speed, PHD, Or Quick Revive
- Power ups can spawn from monkeys
- Shielder, Gas, Suicider, Cloaker, Armored, Screamer, and Teleporter zombies appear
- More monkeys spawn but has less health and deal less damage to perks
- Completion of the Easter Egg rewards players with 90 second death machines and permanent perks.
- Does not feature Vulture Aid because of FX limit



// Call of the Dead
- Uses Round transition music from Voyage of Despair
- George will spawn between rounds 5-7
- Changed powerup model for Wonderwaffe to a more appropriate model
- Completion of the Easter Egg also rewards players with permanent perks.
- Shielder, Gas, Suicider, Cloaker, Screamer, & Teleporter zombies appear
- Steps have been changed for Easter Egg, but are the same in Solo and Coop Now
- Does not feature Vulture Aid because of FX limit


 // Shangri La
- Added new locations to include Widows Wine, Electric Cherry, and Whos Who
- All perks randomize locations (minus revive)
- Increased Pack A Punch duration time to 2 minutes before the water fall activates
- Eclipse mode can be activated with any amount of players, simply hit all the buttons to activate
- Easter Egg is completable with 1-4 players
- Removed extra FX
- Added Slasher, Suicider, & Armored zombies
- Punji spikes now deal damage to zombies
- Does not feature Vulture Aid because of FX limit


// Sidequest steps edited by Jbleezy
- Stepping stones step: stones stay down until a new stone on the same side has been stepped on
- Waterslide step: only 1 player now required
- No longer recompletable in a match
- Melee stones step: Increased melee range for stones
- Mud pit step: radio is no longer required to be played in order to complete


// Moon
- Added Cyborg Bloat/Puker zombie that spawns on round 7
- Hellhounds can be spawned as a negative effect from Q.E.D
- Added dog rounds to Moon level
- Because of the Hacker you cannot give other players your weapons from the box by knifing
- Easter Egg is compatable with 1-4 players
- You have to spawn as Richtofen in order to do the complete soul swap sequence
- Removed Who's Who due to issues (NML and Moon related)
- All powerups are included into the jump pad powerup cycle
- Receiving Bay door closes during dog rounds
- Players cannot use the teleporter on moon if the next round is a dog round
- Moonman has a chance of sprinting in the later rounds
- Reduced the ramp up time in No Mans Land to 90 seconds instead of 20 seconds
- Powerups can spawn in No Mans Land
- Galva Knuckles can be found near the AK-74u area near the teleporter
- Zombie variants, (Gas, Juggernauts) appear in NML after teleporting from moon on round 7+


Zombie Information
Intel
//===============================================================================
// Zombie Types Information
//===============================================================================

// General

- Special zombies tend to avoid distactions such as monkeys, awful lawton bolts, and meat stink
- Round 7 is when they first start appearing
- Each map has a different set of special zombies with new apperances to match the theme
- More aggressive than standard zombies
- Majority of them can be killed with traps and other usual means of zombie disposal
- Remember to prioritize your targets, it is highly advised you take out bigger threats first before taking out the rest of the trash


// Teleporter
- Teleports to the player depending on the distance
- emits a high pitched screech when teleporting, a hiss sound will play if its extremely close to the player
- Look for the zombies with a gold flame around their head


// Kamikazie
- Have flames around their arms
- Sprint straight to the player while screaming at the top of their lungs flailing their arms
- Explodes when near the player or when killed
- To avoid being killed easily simply let the zombie play it's stun animation then quickly escape before it explodes
- The further you are the less damage the explosion does you (up close insta kills without jugg)
- Much like novas the explosion can kill other zombies
- Looks vary depending on the map


// Gas Bag
- Looks vary depending on the map
- Moderate sprinting speed
- Zombies within the gas will bleedout slowly
- Can be identified by the trail of gas coming from it's back
- When killed emits a giant gas cloud that damages the players (do not stand in it for too long)
- PHD Flopper will provide full immunity to the gas effects


// Siren
- Essentially a beefed up shriker
- Uses BO2 Tranzit zombie in the straight jacket
- Zombies within the scream have a chance of being killed
- Cackles and laughs continously
- Screams once it's within range of players
- Players caught will take servere amounts of damage and be stunned momentarily
- Throwing grenades at the siren while it screams will automatically disable them
- PHD will reduce the damage taken and the shellshock effects
- Fairly low health


// Juggernaut
- No different from the average zombie only with higher health
- Players only get points for killing the zombie
- Moves slightly slower than other zombies
- More common out of the other zombie types
- Apperance varies within each map, usually is fitted with tons of armor


// Cloaker
- Players only get points for killing the zombie
- Apperances varies in each map
- Goes invisible until it is within range of the player
- Can be killed while invisible
- Emits a sound upon cloaking
- Easy to kill


// Shielder
- Players only get points for killing the zombie
- Deals less damage compared to the other types
- Appears in knight armor
- Emits a flame to signal that it's shield has been activated blocking any damage until it goes back into human form
- Has unique sounds compared to the other zombies


// Viral
- Equivalent of a super sprinter in bo3/bo4
- Faster sprinting speed but has the same damage and health as any regular zombie


// Puker
- Players only get points for killing the zombie
- When in range it will proceed to puke on the players and blinding their screen with vomit
- The more you stand the quicker you die when puked on
- Easy to avoid it's attacks, and easy to kill
- Immune to the wave gun but not the zap guns
- Exclusive to Moon only


// Exo Boss/ The King
- Combines all zombie types except the cloaker and screamer
- Apperance is a zombie in an exo suit with a officer's cap and a gas mask with flames around it's arms
- Appears in all maps except Moon
- Spawns via a lighting strike unlike all the other zombie types
- Will appear after the 3rd dog round and onwards
- Can teleport, and activate a forcefield to avoid damage
- Take extreme caution when you kill him as he will explode upon death and also has a chance of exploding in a cloud of gas
- Extremely fast and shakes the screen as he runs
- Attacks are lethal and push the player back (Watch out before you become a human ping pong ball)
- If you knife him right as he attacks it will stun him
- Immune to most wonder weapons


//===============================================================================
// Dog Variants Information
//===============================================================================

// Geisthund
- Essentially a hellhound that goes invisible until close to the player
- Noticeable by it's sound when cloaked so trust you instincts if the air is growling infront of you
- Appears almost hairless and pale


// Flammenhund
- Breathes fire that can down players quickly if they stand in it too long
- The trick is to wait for the animation to start then run in order to kill it while it's stuck in the animation
- Flames can also damage other zombies and dogs
- Has a glowing body compared to other dogs


// Bombenhund
- The flame dogs but the explosion can damage the players
- It is best to keep your distance when killing these dogs, the closer you are to it the more damage you will take (Buy PHD in order to take multiple explosions)
- Any other dog variant can also be explosive + it's original ability
- Explosion can also hurt nearby zombies and dogs


// Cerberus
- High health compared to the other dogs
- Moves slower
- Identifiable by the extra 2 heads on it's neck
- Downs players within 2 hits instead of 3 (Extra heads = more damage)


Endgame Guide:
Tutorial
- Step 1: Turn on the power, (Applies to all maps except for Shi No Numa which in that case just open all the doors)
- Step 2: Locate the challenge board
- Step 3: Pay 3400 to start your challenges, (In coop all players must play individually to start their own challenges)
- Step 4: Complete each of the 4 tasks you are given, (Simple tasks such as 115 headshots, melee kills, obtain 6 or more perks, not that difficult)
- Step 5: Once you completed your challenges and checked the board to confirm save up for the endgame (For coop everyone must complete their challenges for the endgame to be bought
- Step 6: After buying the ending survive for 10 rounds and the game will end


Credits:
Thanks
- Tom BMX - OG of COD Modding, Xanim Extractor, XmodelUtils, IWI & DDS Converter, Maya Tanim Plugins, BO Sound Converter Tool, Lime, Lemon, &  FastFile Extractor
- Slayerbeast12 - Lead Scripter; Guided me in modding Black Ops and the whole reason we even created this mod
- xSanchez78 - Second lead scripter; Contributing his own ideas, Conversion rigs, BO3 Perk/Powerup models, All custom perks, BO3 viewhands, Map ideas for WaW maps, & other various fixes
- Jzob - Providing CoD:OL 1887 textures, and teaching me how to port guns back in the day, which is how I knew how to port weapons for this mod
- Kagamine Addict - Perk/Powerup Shaders, Various texture edits, Artwork, Contributing her own ideas ( half of them were too much for the final version ), & Photoshop help
- Killer Potato - Weapon porting help/advice as well as rigging some weapons for me, BO4 conversion rig ( made from xSanchez78's BO3 rig ), & Texture fixing help
- DamianoTBM - Weapon porting help/advice, MWR Minigun , Rigging viewmodel arms (PES, Castro), & Texture fixes for weapons
- Jbleezy - Scripting help & Allowing me to use some of his stuff from reimagined in the mod
- HitmanVere - Scripting help, Letting me use his BO3 chalks, & Help with adding back the moon ann vox
- Thomas Cat - WW2 Hands for the marines, & BO3-TX, S1-TX AI conversion rigs
- Khel Mho - Infinite Warfare conversion rig edits
- Joshwoocool - Providing the base texture for the bo4 perks and bo4 powerup models
- Jerri13 - Widows Wine/Glava Knuckle FX, & Modding Help

- Rollonmath42 - Created the ammo rotation script
- TheSkyeLord - S2 to TX conversion rig
- ElRicos - Sub divided Honeybadger model
- Maciej Ray Marcin/ItsRay1235 & Aiden - COD Maya Tools
- SE2DEV, Nukem - creation of Game Mod for Black Ops
- DTZxPorter - Wraith, SEANIM Plugins, Bassdrop, & Black Iris Tools
- Scobalula - Greyhound, & COD Maya Tools
- Treyarch - models, animations, sounds, &fx textures
- Infinity Ward - models, animations, sounds, & fx textures
- Raven Software - models, animations, & sounds
- Sledgehammer Games - models, animations, & sounds
- Tripwire Interactive - models, & sounds
- New World Interactive - models, sounds, & fx textures
- Tencent Games - models, animations, sounds
- 4ECHO - AUG model
- Mr. Rifleman - Tokarev model
- Thanez - Colt 357 model


Known Bugs(PLEASE READ THIS):
Sorry Mates
- Some maps will take a few tries to load, we tested it on multiple people's computers and it worked eventually.
- Another way to counter this for solo is load up a map like five or moon and open the console and type /devmap zombie_(mapname) and it will load up.

- One or two zombies might get stuck behind the door in spawn during lockdown rounds in Verruckt (doesn't matter because they all die at the end of the round anyways).
- Certain parts in Five cause FX to stop playing, nothing game breaking(usually happens in coop due to all the entities going off)
- Due to the vast amount of FX going off at once there is a chance it won't always play
- Sometimes zombies get stuck behind the barrier in the Shangri La spawn room (Free kills)
- There is a chance that any character will get the golden rod on moon in coop (The easter egg worked fine though)
- Should you have trouble getting into a match solo/coop just keep restarting the game/steam or swapping hosts (I know it's tediousand takes over 100 tries but it works eventually, what we get for pushing the limits, also make sure both you and your buddies version of game mod are the same version)
- Zombie sounds can stop playing at times but they should come back shortly
-If you get stuck with a blackscreen when loading a map press the "`" key to open up the developer console
and enter the command /map_restart

Patches:
Patch 1.1 Changelog
- Headshot dmg should be applied properly now for armored zombies (shoot to head to kill them quicker)
- Headshots also deal more damage to engineers
- Shrieker scream frequency reduced
- Added gas effect for zombies being damaged by gas cloud
- Fixed special zombies using special abilities even tho a player is in zombie blood
- Invisible zombies should now properly cloak
- Viral movement speed increased to 1.45
- Electric Cherry reduces electric shell shock effects from George and electric zombies
- PHD gives players a 75% damage reduction to explosive hellhounds, negates the screamers shell shock, and immunity to gas clouds.
- Reverted easter egg steps for Call of the Dead back to the original steps (Solo and Coop)
- Changed reward for destroying the rocket from double points to a free perk bottle, and bonfire sale
- increased duration of the centrifuge to 45 seconds
- Decreased centrifuge cooldown time from 90 seconds to 50 seconds
- Increased health for perk machines to 500
- Monkeys deal more damage as you get closer to the machine
- Decreased monkey health to 50
- Decreased cooldown after using the lunar lander from 30 seconds to 15 seconds
- Increased cooldown after calling the lunar lander from 3 seconds to 5 seconds
- Increased chance of powerup drops in the easter egg rooms in Kino
- Extra drops added into the powerup cycle for the easter egg rooms for Kino
- Reduced cost for power switches in Der Riese to 750 was 1000
- The first hellhound round only has the regular dogs, explosive ones, and cerebus while newer variants are introduced the following dog round
- Decreased the delay between switching Pack-a-Punch locations from 100-120 seconds to 30-60 seconds in Call of the Dead
- Pap spawn powerup now drops after completing lock down round in verruckt
- Rewarded players pap spawn after killing the last hellhound for the 3rd dog round and beyond (Shi No Numa)​​​​

Patch 1.2 Change log
- Decreased Scrake boss damage , also has a chance to spawn powerups
- Cloaker zombie types now appear on Moon
- Added a text for mystery box that explains you can share guns via knife
- Updated bonfire sale powerup model to BO4 one (To prevent confusion between bonfire sale and pap spawn)
- Gas zombie damage nerf by 3%
- Screamer attack is less frequent and health has been reduced from 1000 to 750
- Screamer stun last 2 seconds instead of 3 seconds
- Reduced the amount of locations for the power handle in Verruckt
- Lowered the amount of zombie variants by 5%
- Scrake health reduced
- Shielder health and damage reduced
- Added achievable endings into each map

- Removed blue eyed zombies feature from vulture aid (too much confusion)
- Added HUD to indicate that you can change ammo types for guns that have them
- Exo boss should be more common now
- Added Death Machine powerup into Nacht and Shangri La (idk how I didn't do that in the first place)
- Wonderwaffe powerup model in Call of the Dead should now show up as a lighting bolt

Patch 1.3 Changelog
- Increase the range of money earn from the player only Bonus Points to range between 100-1200
- Reduced engineer boss health
- Cost to start challenges reduced to 3500 now
- Knifing players who are in Who's Who (Including yourself) with the paped ballistic knife will give you back all your perks (Like WII BO1)
- Deadshot Daquiri gives more points now for each headshot kill (think of the Buried sniper perma perk but not as op)
- Powerups should be more frequent now
- Added a shield powerup as a reward for completing all your challenges
- Shield Powerup function: Grants the player 2 extra health points for the rest of the game (stacks with Jugg)
- Added turret powerup into the drop cycle
- Turret Powerup Function: Like the Q.E.D spawns a weapon that spins around decimating any zombies in the area (WATCH OUT FOR SPLASH DAMAGE)
- PHD disables shellshock from Nova, Kamikazie and Hellhound explosions now
- Fix the issue where Bandolier Bandit wouldn't regen ammo (now works on wonder weapons too)
- Speed Cola now allows you to switch weapons and drink perks faster
- Players can sprint indefinitely with Stamina Up now (Like BO4 Modifier)
- Added Kamikazie variants to moon
- Fixed issue where Widows Wine was not buyable on Five (Relocated now in the Pig Room)
- Moved locations for Deadshot, Double Tap, and Who's Who in Ascension
- Players are rewarded a free perk alongside bonfire sale if the pentagon thief is killed before he can steal anyone's weapons
- Mustang and Sally can now cause nearby zombies to combust from the blast wave
- New hellhound type Anfuhrer hund (Leader Dog), mixes all dog variants into one, appears in the later rounds 20+

Patch 1.4 Changelog
- Raygun has the ability to explode zombies that are distant from the explosions
- Removed a potential game freeze when killing the exo boss (Removed his ability to explode on death because the gas was causing freezes)
- Increase powerup drop rate
- Zombie variants start appearing on round 9 or after the second dog round instead of round 7

Patch 1.5 Changelog
- Reduced the quadrupal damage on double tap (Now does only double damage)
- Issues related to powerups from the rewards system being visible to other players and clipping through walls have been cleaned up and fixed
- Free perk rewards within the challenge system replaced with extra perk slot rewards
- You can pack a punch 4 extra times for damage boosts like in BO4 for 2500 (Does not apply to limited guns such as m1911, thundergun, etc)
- Bullet Boost powerup stacks with double pap upgrades
- Bonfire sale reduces cost for double pack a punching from 2500 to 500
- Each challenge has a unique reward
- Added the proper vision file for the PHD Explosion
- Updated challenge completion sound to be more noticeable
- New powerups Bullet Boost, Solo Max Ammo, Zombie Cash, Empty Perk Botte/Perk Slot and Max Grenades added to challenge system rewards
- Bullet Boost (Instantly upgrades your current gun)
- Max Grenades (Essentially max ammo but only for grenades, tacticals, and equipment)
- Fixed issue were speed cola caused fast perk drinking and bowie/galvaknuckles floruishing
- Galvaknuckles price set to 5000 now, was 6000
- Midget zombies roam free in Shangri La now
- Fixed Exo Boss causing frame drops when killed in coop (100% Fixed)
- WAW Maps have small easter eggs for free drops (SNN Book, Nacht Radio, Fly Trap)
- Fly Trap issue fixed where the teddy with the perk bottle couldn't be shot (you just have to shoot the bowie teddy and the monkey bomb to complete the E.E.)
- Hellhound rounds added to Ascension to replace monkeys, (you can do the easter egg switch step on a dog round, don't cum yourself hackersinspace)
- King Hound removed (way too many issues)
- Teleporter zombies no longer appear on Ascension due to collisions with map geometry
- Updated fx for player only powerups (before powerup fx for meat, and shield drop were green instead of blue)
- Who's Who works LOL

Survival Guide by Anomalous 13:
https://docs.google.com/spreadsheets/d/1EEjYWHjOl0H2331BmzPsuKqNoOXCLi-l2fzsrOCW-Kk/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1EEjYWHjOl0H2331BmzPsuKqNoOXCLi-l2fzsrOCW-Kk/edit?usp=sharing)

Lastly thank you all for trying out the mod and giving feedback on whether you enjoyed it or not. We did our best to try and look into the coop and black screen issues but I'm afraid we found no solution, please refer to the known bugs section and the installation file to bypass the bugs. This will be the final update till another random error causes us to fix stuff.... Thank you everybody! :badpundog:
 
Title: Re: Renaissance Mod
Post by: DeletedUser on April 20, 2019, 05:39:58 pm
Does this mod goes grr tho?
Title: Re: Renaissance Mod
Post by: Killer Potato on April 20, 2019, 05:41:29 pm
Congrats on the release ;)
Title: Re: Renaissance Mod
Post by: HitmanVere on April 20, 2019, 05:42:22 pm
Time to pound lolis and kill zombies
Title: Re: Renaissance Mod
Post by: Alex-Angel on April 20, 2019, 05:44:07 pm
hardworking i respect that good job
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on April 20, 2019, 05:47:29 pm
Does this mod goes grr tho? Yes all the different doggos go GRRRRRRRRRR

Double Post Merge: April 20, 2019, 05:47:54 pm
Time to pound lolis and kill zombies Pounding zombies yes

Double Post Merge: April 20, 2019, 05:49:31 pm
Congrats on the release ;)Couldn't have done it without you guys :)
Title: Re: Renaissance Mod
Post by: alaurenc9 on April 20, 2019, 05:56:28 pm
Lol, NikolaiLikesDicks here replied to the posts in their quotes because he has barely ever used UGX. But yes time to pound and kill and rape zombos, and thx for all the support.
Title: Re: Renaissance Mod
Post by: JiffyNoodles on April 20, 2019, 06:37:13 pm
Neat as Partisan mate, good to see BO1 MOdding isn't dead, and something of quality's graces this domain once again.Looks good, will try later :2funny:
(https://media1.tenor.com/images/10ace017eede1c9621f828b6e8c1f36a/tenor.gif?itemid=11616250)
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on April 20, 2019, 07:40:33 pm
To those having trouble playing in coop please read the known bugs tab, I'm sorry it has to be that way.

Double Post Merge: April 20, 2019, 07:41:53 pm
I'm probably still replying in the wrong way but appreciate it man!
Title: Re: Renaissance Mod
Post by: conn6orsuper117 on April 21, 2019, 04:20:34 am
Can't wait to play. Downloading now.
Title: Re: Renaissance Mod
Post by: MLGPRO2065 on April 22, 2019, 04:04:20 pm
How do you install this mod?
Title: Renaissance Mod Gameplay and Overview
Post by: TheDawnFox on April 22, 2019, 06:30:57 pm

Im live playing and reviewing the mod, all credits are in the description:
https://www.youtube.com/channel/UCP1KN9La9DMieoqA6qT8KwQ?view_as=subscriber (https://www.youtube.com/channel/UCP1KN9La9DMieoqA6qT8KwQ?view_as=subscriber)
Title: Re: Renaissance Mod
Post by: Nightlyfool2 on April 23, 2019, 03:03:23 am
Good Job Man Finnaly Sonme one made a Mod for bo1 Thanks Man And Im Hella Impressed:ok_hand::skin-tone-5: :ok_hand::skin-tone-5: :ok_hand::skin-tone-5:
Title: Re: Renaissance Mod
Post by: Clippy95 on April 23, 2019, 09:11:34 pm
Amazing mod, but, I think the spawns are a bit too much, and should be re-worked :ok_hand:
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on April 25, 2019, 10:42:34 am
Idk if anyone will even bother, but incase your too lazy to click the link for the paste bin which lists all the features I literally dumped it on the page for you to read.. Also included a small guide in the bugs page if your having trouble booting up maps such as Nacht , Verruckt, Der Riese, and Kino. Thanks! 8) 

Double Post Merge: April 25, 2019, 10:45:13 am
 Thanks!, I'll look into that but i'm going to wait for any more issues or things that need to be changed before I release a new update, we'll see on toning them down.
Amazing mod, but, I think the spawns are a bit too much, and should be re-worked :ok_hand:
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on April 28, 2019, 09:09:39 pm
Patch 1.1 is out feel free to give it a go!, changelog is above, Also remember if loading a map takes you a black screen open the developer console by pressing "`" and enter the command   /map_restart to relaunch the map (Tested several times and worth with multiple people).
Title: Re: Renaissance Mod
Post by: adfgdagasdf2 on April 28, 2019, 11:47:03 pm

I'm happy to see Electric Cherry and PHD get more utility, really opens up the oppertunity to make different builds; awesome work! 
Title: Re: Renaissance Mod
Post by: JZKitty on April 29, 2019, 01:42:16 am
Yay! Thank you! Going to try it out asap!
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on April 29, 2019, 07:17:45 am

I'm happy to see Electric Cherry and PHD get more utility, really opens up the oppertunity to make different builds; awesome work!
Thanks!, the perks needed some more redeeming factors and it's perfect to make them useful against the unforgiving zombie types.
Title: Re: Renaissance Mod
Post by: ghostlycreep434 on May 01, 2019, 02:50:32 pm
This mod is great! It pumps new life into the maps in my opinion.

But I have question, would you be allowed to release the assets for bo3 ai zombie animations? Or explain how you got the anims on to the older rigs, I've been trying to get them in my game for a while now.
Title: Re: Renaissance Mod
Post by: fra98_ on May 01, 2019, 07:46:52 pm
Keep saying "connecting" after selecting zombies on the menu, can't select online or solo
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on May 02, 2019, 04:29:39 am
Nah I'm afraid I can't share them and also the files are no longer on my pc since my hardrive died. I got them to work using my friends conversion rig also thanks! 8)
This mod is great! It pumps new life into the maps in my opinion.

But I have question, would you be allowed to release the assets for bo3 ai zombie animations? Or explain how you got the anims on to the older rigs, I've been trying to get them in my game for a while now.

Double Post Merge: May 02, 2019, 04:31:07 am

Keep saying "connecting" after selecting zombies on the menu, can't select online or solo
This happens in default bo1 as well to fix it just keep restarting the game or launch the maps via developer console. 
Title: Re: Renaissance Mod
Post by: fra98_ on May 02, 2019, 05:38:45 am
Thank you for the answer, another question, not related to this.
Anyway to remove the 92 FPS cap? com_maxfps does nothing, any idea?
Title: Re: Renaissance Mod
Post by: alaurenc9 on May 04, 2019, 01:49:40 am
Thank you for the answer, another question, not related to this.
Anyway to remove the 92 FPS cap? com_maxfps does nothing, any idea?
Using com_maxfps to make it higher or setting it to 0 to make it unlimited definitely works... I'm not sure why it would "do nothing" 
Title: Re: Renaissance Mod
Post by: CosmicX on May 05, 2019, 11:17:57 am
Game mod says I need to open steam but it is already open! I can’t post anywhere else because they are locked! Help
Title: Re: Renaissance Mod
Post by: GrandSeyer97 on May 06, 2019, 09:16:01 am
Im still not getting all the zombie maps, it says something about not finding the bps of the map

Title: Re: Renaissance Mod
Post by: RandomGamerMVYT on May 06, 2019, 05:18:54 pm
Looks Amazing!!!

Just a quick question: Does this mod unlock any DLC maps? I am planning on buying bo1, though I am unsure whether this mod will unlock all DLC maps or not.

Thanks!
Title: Re: Renaissance Mod
Post by: ClainBill on May 06, 2019, 08:59:19 pm
how do you download this on a console?

I have a ps3
Title: Re: Renaissance Mod
Post by: adfgdagasdf2 on May 06, 2019, 11:52:39 pm
how do you download this on a console?

I have a ps3
You don't. 
Title: Re: Renaissance Mod
Post by: alaurenc9 on May 07, 2019, 12:41:37 pm
Im still not getting all the zombie maps, it says something about not finding the bps of the map
Looks Amazing!!!

Just a quick question: Does this mod unlock any DLC maps? I am planning on buying bo1, though I am unsure whether this mod will unlock all DLC maps or not.

Thanks!
You obviously have to buy the DLCs before you can play those maps... This mod doesn't somehow provide the files required to play them - purchasing the DLC does.

how do you download this on a console?

I have a ps3
You make me want to fucking shoot myself.
Title: Re: Renaissance Mod
Post by: udk115v2 on May 07, 2019, 06:06:38 pm
Verruckt keeps crashing for me, sadly. Besides that....yeah, holy crap this mod is amazing. It's like if killing floor, black ops 1 zombies, and that zombie chicken taco mod for waw have a twisted love child, but in all the best ways. Looooving it.
Title: Re: Renaissance Mod
Post by: NUKE_is_OP on May 08, 2019, 10:21:36 am
i installed it into mods folder and i installed the mod that you said we most download for it but its not working what should i do?
Title: Re: Renaissance Mod
Post by: MTGL_0142 on May 08, 2019, 10:48:14 am
Best mod for bo1 so far, loving the ww2 bo3 and bo4 aditions! But the skrake in der riese pieces me off. Don't fit in the ambient, disrupts completely the flow of f the map and kills you in 1 hit even with titan. Please lower the healt or get rid of it, it's fucking disgusting.
Title: Re: Renaissance Mod
Post by: Casey_Hartley on May 08, 2019, 11:17:09 pm
I wanted to use console commands such as godmode and such, but it keeps saying "Cheats are not enabled on this server" even if I use /devmap or /spdevmap. The reason why I want to use console commands is just for fun and seeing every weapon available in the mod itself. 
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on May 09, 2019, 01:59:39 am

Best mod for bo1 so far, loving the ww2 bo3 and bo4 aditions! But the skrake in der riese pieces me off. Don't fit in the ambient, disrupts completely the flow of f the map and kills you in 1 hit even with titan. Please lower the healt or get rid of it, it's fucking disgusting.
Appreciate the feedback! HAHAH I'm glad he angers you but not to worry I sort of made a mistake and set his damage to 98 instead of 58... but if you wait maybe a week or two the new update will have the fixed version of him with less health and he will kill you in 2 hits.
:)

i installed it into mods folder and i installed the mod that you said we most download for it but its not working what should i do?
What kind of error are you getting?

Verruckt keeps crashing for me, sadly. Besides that....yeah, holy crap this mod is amazing. It's like if killing floor, black ops 1 zombies, and that zombie chicken taco mod for waw have a twisted love child, but in all the best ways. Looooving it.
​​​​​​​Thank you yess that is exactly what it is also don't forget crappy flash zombie games is there anything specific you do that keeps causing it to crash or no? I'm just curious so I can maybe have a better idea on what could be causing the crashing.
Title: Re: Renaissance Mod
Post by: udk115v2 on May 09, 2019, 03:58:40 am
Yeah, der riese, verruckt, call, shang and kino just black load screen then boto me to the menu. If I had to guess, maybe your mod is keeping them from loading multiplayer assets? I think most, if not all of those maps that aren't working for me, have that in common.
Title: Re: Renaissance Mod
Post by: DeletedUser on May 09, 2019, 04:16:51 am
Im sorry for being ignorant, but how exactly do I install this mod? I installed the game mod and extracted it to the bo1 mods folder, and then i installed and extracted the main Renaissance Mod into the mods folder for b01 as well, I am still not able to play the mod, could i get a step by step and some assistance? sorry and thank you.
Title: Re: Renaissance Mod
Post by: bradleye13 on May 09, 2019, 05:40:29 am
Can this Mod work online, for 2 people to enjoy? 
Title: Re: Renaissance Mod
Post by: Grzelu on May 09, 2019, 08:49:11 am
Hello !
I have big issues with this modification, lets start at the point that i instaled everything correctly so the mod is launching but thats enough of success i guess. So every time i go into zombie mod the game stays in ''connecting'' mode, then i tried join maps via console but after loading the screen stays black and even map restart via command isn't working. I really don't know what to do, if someone can help me i will be glad as hell.

PS: I have original Polish retail Steam version with all DLC's with i buy separately.

Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on May 09, 2019, 08:52:20 am

Yeah, der riese, verruckt, call, shang and kino just black load screen then boto me to the menu. If I had to guess, maybe your mod is keeping them from loading multiplayer assets? I think most, if not all of those maps that aren't working for me, have that in common.
I see well that issue was already addressed in the "Read me" file within the winrar and in the known bugs tab
"
If you get stuck with a blackscreen when loading a map press the "`" key to open up the developer console
 and enter the command /map_restart
Should you have issues in coop try restarting both the game and steam, if it persists change hosts
Thanks :)" 
"

-If you get stuck with a blackscreen when loading a map press the "`" key to open up the developer console
and enter the command /map_restart"

Can this Mod work online, for 2 people to enjoy?
Of course! if you look at the videos by sanchez you will see 4 player games, should you run into problems please check the known bugs and the read me file

Im sorry for being ignorant, but how exactly do I install this mod? I installed the game mod and extracted it to the bo1 mods folder, and then i installed and extracted the main Renaissance Mod into the mods folder for b01 as well, I am still not able to play the mod, could i get a step by step and some assistance? sorry and thank you.
I should have posted this earlier but don't wanna update the page till something is updated in the mod but watch this video
https://youtu.be/4ct863PFKHA?t=153 (https://youtu.be/4ct863PFKHA?t=153)

Double Post Merge: May 09, 2019, 08:59:29 am

I wanted to use console commands such as godmode and such, but it keeps saying "Cheats are not enabled on this server" even if I use /devmap or /spdevmap. The reason why I want to use console commands is just for fun and seeing every weapon available in the mod itself.
I understand your reasons but we just prefer if they were disabled.
Title: Re: Renaissance Mod
Post by: MTGL_0142 on May 09, 2019, 10:52:34 am
Thanks for the feedback! I reinstalled my old bo1 only for playing this mod, and I was surprised by the atention for details you guys put: the new helmet in moon, the new muzzle flashes and the case extraction... I was wondering if you can put the classic triangular muzzle flash for the ppsh, like in waw and bo3. Keep the amazing work!
Title: Re: Renaissance Mod
Post by: udk115v2 on May 09, 2019, 01:04:33 pm
Ha, okay, that did the trick, the /map restart. Thanks! Really fun mod now that I can try it out on all the maps. Really fun, from the weapons, bosses, everything. Really does feel like a spirtual succesor to zct, alongside the ugx 1.4 mod that added bosses and all that. Thanks for your, and the rest of your team's hard work on this mod!
Title: Re: Renaissance Mod
Post by: Dark-Gamer on May 09, 2019, 06:25:13 pm


Is there a way to use console commands?
Title: Re: Renaissance Mod
Post by: Anomalous13 on May 10, 2019, 08:05:35 am
Hi! Awesome mod, kudos to everyone who worked on this. I've played BO1 zombies to death, and this mod really brings some fresh air to the game. After several playthroughs, I don't think I've gotten close to trying out all the new guns. The quality-of-life changes are great (max ammo, multiple people buying the same perk, etc.). And the difficulty increase from the spawn rates and new enemies really makes the game interesting. I've been struggling to get past round 30, where before it was a cake walk.



Suggestions:My only suggestions are to nerf the Scrake or whatever miniboss appears on Der Reise, it seems he deals high damage AND has a ton of health (took a few magazines from a PaP'd gun on the low 10's... seems a bit much. Either lower his damage or health perhaps?)

And also explosive dogs... yikes. I have 0 problems with the other hellhound variants, but if you get caught by an explosion without Juggernog, you're basically dead. (If the explosion doesn't do it, then being stunned and immediately swarmed by other dogs will kill you.) There's not room for error with them which can be a bit unforgiving. I would suggest to either lower the explosion damage, or remove the stun effect?

Bug Reports:Is there anything that can be done about the game crashing/freezing at the loading screen? When playing co-op, the game soft-crashes about 7/10 times at the loading screen. The mod itself is great, but the stability really brings it down. If not the loading screen, then in-game I've had crashes several times from using the Mystery Box. Is there a glitched weapon or something?

So overall, great quality mod you guys have made. Brings fresh air and new challenges to BO1 zombies, something us long-time players can appreciate and enjoy. Some enemy balances could be used, but the game's stability is a prominent issue. I'm looking forward to bug fixes and possibly more game features being added in the future!
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on May 10, 2019, 10:03:27 am
Hi! Awesome mod, kudos to everyone who worked on this. I've played BO1 zombies to death, and this mod really brings some fresh air to the game. After several playthroughs, I don't think I've gotten close to trying out all the new guns. The quality-of-life changes are great (max ammo, multiple people buying the same perk, etc.). And the difficulty increase from the spawn rates and new enemies really makes the game interesting. I've been struggling to get past round 30, where before it was a cake walk.



Suggestions:My only suggestions are to nerf the Scrake or whatever miniboss appears on Der Reise, it seems he deals high damage AND has a ton of health (took a few magazines from a PaP'd gun on the low 10's... seems a bit much. Either lower his damage or health perhaps?)

And also explosive dogs... yikes. I have 0 problems with the other hellhound variants, but if you get caught by an explosion without Juggernog, you're basically dead. (If the explosion doesn't do it, then being stunned and immediately swarmed by other dogs will kill you.) There's not room for error with them which can be a bit unforgiving. I would suggest to either lower the explosion damage, or remove the stun effect?

Bug Reports:Is there anything that can be done about the game crashing/freezing at the loading screen? When playing co-op, the game soft-crashes about 7/10 times at the loading screen. The mod itself is great, but the stability really brings it down. If not the loading screen, then in-game I've had crashes several times from using the Mystery Box. Is there a glitched weapon or something?

So overall, great quality mod you guys have made. Brings fresh air and new challenges to BO1 zombies, something us long-time players can appreciate and enjoy. Some enemy balances could be used, but the game's stability is a prominent issue. I'm looking forward to bug fixes and possibly more game features being added in the future!
Appreciate your feedback!, yes the idea was to make getting to the 30's a struggle. Look on the brightside you got quad damage on double tap and deadshot with a headshot multiplier. The Scrake has been nerfed and the changes will appear in the next update, if you scroll up in the comments I mentioned that his melee damage and health reduction will appear in the next update. For your concern on the explosive dogs this was countered with purchasing PHD Flopper (You can take up to 4 explosions directly), also the key to surviving them is to keep your distance when shooting the explosive ones even on Nacht you can do it). For the game "Crash" we are looking into it I mentioned before and in the Read Me file that you can counter the black screen by opening the developer console and typing /map_restart....... There is no glitched weapon and I haven't encountered that crash on my end except when I was playing a game with a friend of mine but I had a different version of the mod. We are trying to look into the black screen issue but I'm afraid it's been plauging the mod for over half a year now, but until then refer to the known bugs tab on the mod page and the read me. Thanks
Title: Re: Renaissance Mod
Post by: CraftBrewMan on May 10, 2019, 01:21:05 pm
Is there instructions somewhere on this site about how to install this mod?  Can someone help?  what are the basic steps?  
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on May 10, 2019, 10:08:34 pm
I'm gonna take cyanide pills now.
Is there instructions somewhere on this site about how to install this mod?  Can someone help?  what are the basic steps? 


Double Post Merge: May 11, 2019, 01:39:53 am
Is there instructions somewhere on this site about how to install this mod?  Can someone help?  what are the basic steps? 
https://youtu.be/4ct863PFKHA?t=153 (https://youtu.be/4ct863PFKHA?t=153)
 
This video rollon made for installing his mod is pretty much the same process to install this mod.
Title: Re: Renaissance Mod
Post by: Anomalous13 on May 11, 2019, 10:32:56 am
Appreciate your feedback!, yes the idea was to make getting to the 30's a struggle. Look on the brightside you got quad damage on double tap and deadshot with a headshot multiplier. The Scrake has been nerfed and the changes will appear in the next update, if you scroll up in the comments I mentioned that his melee damage and health reduction will appear in the next update. For your concern on the explosive dogs this was countered with purchasing PHD Flopper (You can take up to 4 explosions directly), also the key to surviving them is to keep your distance when shooting the explosive ones even on Nacht you can do it). For the game "Crash" we are looking into it I mentioned before and in the Read Me file that you can counter the black screen by opening the developer console and typing /map_restart....... There is no glitched weapon and I haven't encountered that crash on my end except when I was playing a game with a friend of mine but I had a different version of the mod. We are trying to look into the black screen issue but I'm afraid it's been plauging the mod for over half a year now, but until then refer to the known bugs tab on the mod page and the read me. Thanks
 I totally forgot about Deadshot I'm so used to ignoring it lol. I think it was a great balance choice to buff Deadshot, PHD, and Quick Revive to be more viable perks. Same with Mule Kick (I never used it before because losing your 3rd gun was painful). Also glad that zombies spawn faster because the early rounds were always a slog. So yeah, great ideas all over with this mod.

Explosive hounds are a bit of a pain, but definitely manageable. I actually have to be cautious on dog rounds, so that's nice. 

I was playing more today (solo and co-op) and I'm still having the Mystery Box crashing the game. I've had it happen at rounds 12, 16, and 25 (can't find a consistent pattern), and it's occured on Kino, Five, and Moon. I usually hit the box at the end of the round, with 1 crawler zombie, and literally nothing else going on in the game. But as soon as I roll the box a number of times (around 6 times?), that's when the crash occurs. If literally no one else is getting this issue, I could try reinstalling the game or mod.

I'm sure working on the mod isn't easy, so I can forgive a few black screens especially since BO1 loads pretty fast (unlike BO3...), I'm looking forward to future updates, and thanks again for sharing!
Title: Re: Renaissance Mod
Post by: Clippy95 on May 11, 2019, 06:03:24 pm
How do you get the staffs? are they in the box, i saw them in the trailer if i recall
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on May 12, 2019, 08:24:38 am
Hello guys, sorry to annoy you guys once agian but the new and last update is out for the mod. Sadly the blackscreen bug will still plauge the mod and probably turn away those with little patience but we tried... Once again thank you everyone we appreciate you guys giving the mod a try and those who actually stuck around to wait for updates and shit. The final patch notes are in in the change log and I renamed the read me file to Installation so hopefully people can read it for information on glitches and how to install the mod (For gods sake please read it this time).

I totally forgot about Deadshot I'm so used to ignoring it lol. I think it was a great balance choice to buff Deadshot, PHD, and Quick Revive to be more viable perks. Same with Mule Kick (I never used it before because losing your 3rd gun was painful). Also glad that zombies spawn faster because the early rounds were always a slog. So yeah, great ideas all over with this mod.

Explosive hounds are a bit of a pain, but definitely manageable. I actually have to be cautious on dog rounds, so that's nice.

I was playing more today (solo and co-op) and I'm still having the Mystery Box crashing the game. I've had it happen at rounds 12, 16, and 25 (can't find a consistent pattern), and it's occured on Kino, Five, and Moon. I usually hit the box at the end of the round, with 1 crawler zombie, and literally nothing else going on in the game. But as soon as I roll the box a number of times (around 6 times?), that's when the crash occurs. If literally no one else is getting this issue, I could try reinstalling the game or mod.

I'm sure working on the mod isn't easy, so I can forgive a few black screens especially since BO1 loads pretty fast (unlike BO3...), I'm looking forward to future updates, and thanks again for sharing!
Yeah the changes had to be mad to crank things up a bit. It would be far too wierd to have a slower round transition with the zombies charging at you. I'm honestly not sure what could be the issue gpu?windows 10 cucking up?, forgot those wierd patches for windows that game mod needs honestly I'm not sure and sorry you can't fully enjoy it but ey perfect for wall weapons only right? Yeah we tried to see what could be causing it but I think game mod just can't handle the amount of stuff in the mod leading to the blackscreens. Also have fun as the scrake not quite as powerful but if you don't stay on your feet expect to be cut into ribbons. It was easy ish for all of us until the problems arrose.

Double Post Merge: May 12, 2019, 09:28:19 pm
How do you get the staffs? are they in the box, i saw them in the trailer if i recall
Secret, but lets just say you get it from upgrading a certain gun.
Title: Re: Renaissance Mod
Post by: nemesi_81 on May 12, 2019, 09:12:07 pm
dude amazing mod but i have problem some map don't load but not crash you knows this problem ? ty for this amzing mod
Title: Re: Renaissance Mod
Post by: Stealthonite on May 12, 2019, 10:18:16 pm
My friend wants to play the mod with me, and we're able to play the waw maps, but everytime he tries to boot up any of the black ops maps like kino der toten or call of the dead, etc., the game crashes for him and gives him an error saying something like, "exceeds (1000) xmodels". Is there a fix for this?

Double Post Merge: May 12, 2019, 11:18:43 pm
My bad, the error is more like,
"exceeds "1000" xmodels.
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on May 13, 2019, 02:19:44 am
Shit.... hold on guys the links will be updated because we forgot to include the fix for the blue eyes when you buy vulture aid. :double_facepalm:

Double Post Merge: May 13, 2019, 05:36:05 am
Alright everyone the link is back up now the vulture aid eyes should be fixed. 
My friend wants to play the mod with me, and we're able to play the waw maps, but everytime he tries to boot up any of the black ops maps like kino der toten or call of the dead, etc., the game crashes for him and gives him an error saying something like, "exceeds (1000) xmodels". Is there a fix for this?

Double Post Merge: May 12, 2019, 11:18:43 pm

My bad, the error is more like,
"exceeds "1000" xmodels.
Did you both check to see if you had the same version? because we haven't gotten that error at all in our games, Interesting..

dude amazing mod but i have problem some map don't load but not crash you knows this problem ? ty for this amzing mod
Check the installation file in the winrar and look in the known bugs the command for that issue is listed there.
Title: Re: Renaissance Mod
Post by: unfitstew on May 13, 2019, 03:18:01 am
Both download links don't work. Says not available.
Title: Re: Renaissance Mod
Post by: Anomalous13 on May 13, 2019, 08:10:16 am
didn't expect the next update soon, nice! Downloading it now and will try tomorrow. Sad to hear this'll be the last one though, do you have any ideas what will be next for you and your team?
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on May 13, 2019, 09:34:04 am
didn't expect the next update soon, nice! Downloading it now and will try tomorrow. Sad to hear this'll be the last one though, do you have any ideas what will be next for you and your team?
Yeah we forgot to include a file had to do a small update. Appreciate you enjoying it and sticking around for updates. I can't reveal what the others might be working on but for me I'm just going back to simple things such as creating weapon sounds for other games.
 

Double Post Merge: May 13, 2019, 09:53:24 am
In advance I'm sorry if I am replying to you guys a little later for some reason new comments are just showing up now instead of the time you posted it.
Ha, okay, that did the trick, the /map restart. Thanks! Really fun mod now that I can try it out on all the maps. Really fun, from the weapons, bosses, everything. Really does feel like a spirtual succesor to zct, alongside the ugx 1.4 mod that added bosses and all that. Thanks for your, and the rest of your team's hard work on this mod!
Thank you! :) glad you enjoyed it, ik the reply is late but this comment bearly showed up for me.

Is there a way to use console commands?

Yes but they are disabled for obvious reasons.

Thanks for the feedback! I reinstalled my old bo1 only for playing this mod, and I was surprised by the atention for details you guys put: the new helmet in moon, the new muzzle flashes and the case extraction... I was wondering if you can put the classic triangular muzzle flash for the ppsh, like in waw and bo3. Keep the amazing work!
Thanks, details started off small then only got bigger from there. Man we actually had the ppsh flash for the longest time but because of the limit on FX we had to remove the unique ppsh one in order to allow for stuff, hell the sniper flash was gonna be for anti tank rifles only but I had to use it for the snipers to save space. Believe me those muzzle flashes were nothing but trail and error and I'm glad you like them, a shame shangri la and call of the dead couldn't have them for the same reason engine limitations. 
Title: Re: Renaissance Mod
Post by: Stealthonite on May 13, 2019, 06:35:18 pm
Thanks for the tip :), found out the source of the issue was that my friend merely just downloaded and installed the wrong version of the game_mod.zip file.
 
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on May 14, 2019, 05:23:18 am
Typo on the links, it should work now
Both download links don't work. Says not available.
Thanks for the tip :), found out the source of the issue was that my friend merely just downloaded and installed the wrong version of the game_mod.zip file.

No problem, ah there u go.
Title: Re: Renaissance Mod
Post by: Dark-Gamer on May 14, 2019, 08:00:46 pm


let us use commands :c please
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on May 14, 2019, 11:44:12 pm

let us use commands :c please
Fuck that 
Title: Re: Renaissance Mod
Post by: adfgdagasdf2 on May 14, 2019, 11:52:38 pm
let us use commands :c please
 Never ever, cry harder.
Title: Re: Renaissance Mod
Post by: conn6orsuper117 on May 15, 2019, 02:15:43 am
I never played a mod this hard since gridlock, my highest round is 21, good job.
Title: Re: Renaissance Mod
Post by: Stealthonite on May 15, 2019, 09:08:34 pm
Just curious, but will any more guns be added in future updates like the rest of the COD WWII family, or is the mod just about complete?


P.S. - This is the best cod zombies mod I know of imo, great work! :D

Title: Re: Renaissance Mod
Post by: udk115v2 on May 16, 2019, 12:48:26 am
Still playing the heck out of this mod, once I actually followed instructions and learned what to do during a black load screen, aha. >>
I must say, the newest version with the winnable game is really cool. Only beat one map so far, nacht, at round 38, but I hope to beat a few more in the near future! Like, with the endgame now, this mod is pretty much perfection, my only nitpick is the fact my fave shotgun the trench gun is just a grenade launcher like in blops 4, but then you guy gave it the switchable ammo type from a shotgun that spews pellets that are sniper rounds and the rocket launcher sooo...yeah thanks for that! This mod is pretty much the best mod for black ops, and probably the best gameplay overhaul for any game I played in a long, long time. Kudos!
Title: Re: Renaissance Mod
Post by: Anomalous13 on May 16, 2019, 10:26:04 am
Hi everyone, I've been working on an in-depth guide to this mod with input from OP (NikolaiLikesVodka), and wanted to share it with you! This guide discusses tier lists that rank every gun and perk available in the mod, and how viable they are. And also various advice and tips for guns, perks and their locations in every map, and power-ups since this mod is significantly more difficult than the typical vanilla Black Ops Zombies experienece. It also has statistics for every gun if you were curious, and general advice for progressing through the rounds and completing the endgame challenges. Hope you like it!

https://docs.google.com/spreadsheets/d/1EEjYWHjOl0H2331BmzPsuKqNoOXCLi-l2fzsrOCW-Kk/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1EEjYWHjOl0H2331BmzPsuKqNoOXCLi-l2fzsrOCW-Kk/edit?usp=sharing)

The guide is not set in stone, and is still subject to changes! Any feedback is welcome
Title: Re: Renaissance Mod
Post by: Casey_Hartley on May 16, 2019, 11:39:02 pm
I keep getting memory access violations when playing Dead Ops Arcade. I just made it to the end of round 2 when I entered the area for round 3, when the game gave me the memory access violation notice.
Title: Re: Renaissance Mod
Post by: BleachyClean on May 17, 2019, 09:10:17 pm
Hey guys new to UGX. Literally made an account so I could use this mod.

Just thought I'd leave my thoughts on it and some bugs I've encountered:

Really fun! I like it a lot! Brings new light to an almost ten year old game! Nice work!

Bosses are a nice addition but I'd like the ability to not have them. I didn't really like the boss zombies during/after BO2 and still certainly dont.

I'm not huge on the explosive zombies and dogs. I'm not sure if PhD stops this but for what I've seen I don't think it does. It blurs your vision and will probably be the thing that kills you.

On Moon I believe the power sometimes will not have the ability to be turned on? I've played twice now and it hasn't given me the ability to turn it on both runs.

And yeah like you said in your known bugs Co-Op is a real pain to get working. My friend and I have gotten it on Five but we can't seem to get Kino to work. He doesn't have the DLC so we can't try those.

But overall I enjoy it. Thank you for your contribution good sir.
Title: Re: Renaissance Mod
Post by: BleachyClean on May 19, 2019, 01:48:19 am
Figured out the issue with Moon. If you pack a punch before you turn the power on (getting Mustangs before round 1 in NML) it won't let you. It's not affected by juggernog or stamin-up, just the pack a punch.

Hope this helps someone.
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on May 19, 2019, 09:55:43 am

I never played a mod this hard since gridlock, my highest round is 21, good job.
Good job on achieving round 21. Thanks, once you get the feel of it things start to become easier.

Just curious, but will any more guns be added in future updates like the rest of the COD WWII family, or is the mod just about complete?


P.S. - This is the best cod zombies mod I know of imo, great work! :D


Hell I wish tbh because my Hardrive died before the mod released I couldn't add any extra guns. (We already hit the weapon limit and adding in anymore through bootleg means would cause crashes). I can tell you I cycled through a lot of the ww2 aresnal and believe me I wish they were all in the mod, but...gotta have a mix of modern and old school guns. Yeah it's just about complete maybe if we figure out fixes for bugs or just wanna tweak the game we will update it. Thank you for loving the mod! :D.

Still playing the heck out of this mod, once I actually followed instructions and learned what to do during a black load screen, aha. >>
I must say, the newest version with the winnable game is really cool. Only beat one map so far, nacht, at round 38, but I hope to beat a few more in the near future! Like, with the endgame now, this mod is pretty much perfection, my only nitpick is the fact my fave shotgun the trench gun is just a grenade launcher like in blops 4, but then you guy gave it the switchable ammo type from a shotgun that spews pellets that are sniper rounds and the rocket launcher sooo...yeah thanks for that! This mod is pretty much the best mod for black ops, and probably the best gameplay overhaul for any game I played in a long, long time. Kudos!
Lmao thanks for actually taking the time to read the instructions (no srsly). Thank you for the feedback, our exact goal overhaul this simple horde mode by removing all the safties. We figured some people would want some goal or objective so winnable endgames was the easiest way, maybe some rewards would be nice but we dunno yet.

I keep getting memory access violations when playing Dead Ops Arcade. I just made it to the end of round 2 when I entered the area for round 3, when the game gave me the memory access violation notice.
I'm not sure honestly.  I know game mod tends to crash after playing for awhile.




Hey guys new to UGX. Literally made an account so I could use this mod.

Just thought I'd leave my thoughts on it and some bugs I've encountered:

Really fun! I like it a lot! Brings new light to an almost ten year old game! Nice work!

Bosses are a nice addition but I'd like the ability to not have them. I didn't really like the boss zombies during/after BO2 and still certainly dont.

I'm not huge on the explosive zombies and dogs. I'm not sure if PhD stops this but for what I've seen I don't think it does. It blurs your vision and will probably be the thing that kills you.

On Moon I believe the power sometimes will not have the ability to be turned on? I've played twice now and it hasn't given me the ability to turn it on both runs.

And yeah like you said in your known bugs Co-Op is a real pain to get working. My friend and I have gotten it on Five but we can't seem to get Kino to work. He doesn't have the DLC so we can't try those.

But overall I enjoy it. Thank you for your contribution good sir.
Thanks for enjoying the mod! If we really wanted to we can't have the option to disable bosses because a lot of the mechanics sorta revolve around them and we are set on keeping them in or else it would feel way to easy. The damage taken for explosive zombies and dogs is determined by the your distance from them and they like other enemies are there to keep you on your feet and alert. Yes the power switch issue happens on moon but usually you just wait a little bit and the text should pop up to activate the switch, we did that to counter people getting instantly settup on round 1 if they grinded points on no mans. Lastly for coop glitches you just gotta be patient and keep trying.



 
 
Title: Re: Renaissance Mod
Post by: Stealthonite on May 20, 2019, 03:07:56 am
Perhaps you might consider just releasing another version of the mod that removes the modern weapons and replace them with the rest of the COD WWII arsenal instead? That way people would be able to choose between all out old school guns or a balance between modern and old school -> (AKA the mod as it is currently).
Title: Re: Renaissance Mod
Post by: Stealthonite on May 20, 2019, 03:09:43 am
As in two separate, but similar mods is what I'm trying to get at here.
Title: Re: Renaissance Mod
Post by: Liamza2314 on May 20, 2019, 03:10:14 pm
Hey guys new to UGX. Literally made an account so I could use this mod.

Just thought I'd leave my thoughts on it and some bugs I've encountered:

Really fun! I like it a lot! Brings new light to an almost ten year old game! Nice work!

Bosses are a nice addition but I'd like the ability to not have them. I didn't really like the boss zombies during/after BO2 and still certainly dont.

I'm not huge on the explosive zombies and dogs. I'm not sure if PhD stops this but for what I've seen I don't think it does. It blurs your vision and will probably be the thing that kills you.

On Moon I believe the power sometimes will not have the ability to be turned on? I've played twice now and it hasn't given me the ability to turn it on both runs.

And yeah like you said in your known bugs Co-Op is a real pain to get working. My friend and I have gotten it on Five but we can't seem to get Kino to work. He doesn't have the DLC so we can't try those.

But overall I enjoy it. Thank you for your contribution good sir.
 I've been rekt by the dogs like 5 times now, it really is frustrating especially if you are trying to get the EE done cos every round counts
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on May 21, 2019, 01:35:17 am

Perhaps you might consider just releasing another version of the mod that removes the modern weapons and replace them with the rest of the COD WWII arsenal instead? That way people would be able to choose between all out old school guns or a balance between modern and old school -> (AKA the mod as it is currently).
I wish but I don't have access to the original files themselves for the models including weapon files, models, animations, effects, etc only scripts can be edited. Even if my hardrive didn't die I would prefer one single mod to avoid confusion.
Title: widow's wine
Post by: Thestefjack on May 21, 2019, 03:23:18 pm
Hi! absolutely loving the mod. Played the mod plenty of times with a friend coop. Is it correct that widow's wine on five is bugged? I played the map two times already on coop and i can't seem to buy the perk...

Keep up the good work!
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on May 22, 2019, 04:11:55 am

Hi! absolutely loving the mod. Played the mod plenty of times with a friend coop. Is it correct that widow's wine on five is bugged? I played the map two times already on coop and i can't seem to buy the perk...

Keep up the good work!
Son of a bitch I see the issue now... My best guess is that having the machine right behind the wall where the teleporter is messed up the trigger. I changed the location of the perk machine and now the trigger shows up, expect the fix in the next update till then just buy other perks. 
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on June 01, 2019, 09:34:58 am
Alright lads the FINAL (I swear it should be the last) update is out! Download and have fun we ain't nerfing anymore shit.8)
Title: Re: Renaissance Mod
Post by: savagejustice85 on June 02, 2019, 05:35:36 am
Been waiting for this  for a long time, it's perfect. I'm gonna see if you actually know how I am just by name
Title: Re: Renaissance Mod
Post by: MayroModz on June 02, 2019, 08:41:14 am
Alright lads the FINAL (I swear it should be the last) update is out! Download and have fun we ain't nerfing anymore shit.8)
 Awesome additions to the mod, very welcome changes and challenges to the mod indeed but, it would've been perfect if you replaced the monkeys on Ascension with the dogs. I hate those monkeys so damn much lol. Taking perks and sh#t!! Thats all I ask.
Title: Re: Renaissance Mod
Post by: Anomalous13 on June 05, 2019, 06:59:20 am
Anyone interested in linking up and playing this mod together? Been having lots of fun with it

I also updated the Survival Guide to include extra tips on completing challenges and the special zombies!
Title: Re: Renaissance Mod
Post by: Eggboi72 on June 06, 2019, 10:20:23 am
thank you for making epic mod you are my new dad now also I'll give you vbucks if you make work in multiplayer not so bad :(((((
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on June 08, 2019, 10:51:42 am

thank you for making epic mod you are my new dad now also I'll give you vbucks if you make work in multiplayer not so bad :(((((
Lol, I'm afraid we tried but couldn't fix the issue you just gotta keep trying and eventually coop will work. No thanks already have enough children.

Awesome additions to the mod, very welcome changes and challenges to the mod indeed but, it would've been perfect if you replaced the monkeys on Ascension with the dogs. I hate those monkeys so damn much lol. Taking perks and sh#t!! Thats all I ask.
Thanks mate! Nah we wanted to keep the monkeys because of the difficulty they provide lmao. Shouldn't be too much a problem since sometimes they just stand still and you can go hunt them down.
 

Title: Re: Renaissance Mod
Post by: alaurenc9 on June 09, 2019, 05:09:19 am
Lol, I'm afraid we tried but couldn't fix the issue you just gotta keep trying and eventually coop will work. No thanks already have enough children.
Thanks mate! Nah we wanted to keep the monkeys because of the difficulty they provide lmao. Shouldn't be too much a problem since sometimes they just stand still and you can go hunt them down.

 "No thanks already have enough children."

Fuck you dad.
Title: Re: Renaissance Mod
Post by: CraftBrewMan on June 11, 2019, 01:33:35 pm
Thank you much appreciated! 
 
I'm gonna take cyanide pills now.

Double Post Merge: May 11, 2019, 01:39:53 am

https://youtu.be/4ct863PFKHA?t=153 (https://youtu.be/4ct863PFKHA?t=153)

This video rollon made for installing his mod is pretty much the same process to install this mod.
 
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on June 16, 2019, 07:55:34 am
I heard BO1 severs are down and probably for good because both activision and treyarch are money hungry for cash(Thanks assholes! maybe the ceo of activision will get beheaded by isis or something) anyways here is a small guide if anyone wants to play the mod still (Solo only).

Step 1: Load up the mod
Step 2: Open up the developer console 
Step 3: type /devmap zombie_(insert map name)
Example : /devmap zombie_cod5_prototype
Step 4: Boom ya in game!

- List of map names-
Nacht Der Untoten = zombie_cod5_prototype
Verrückt = zombie_cod5_asylum
Shi No Numa = zombie_cod5_sumpf
Der Riese = zombie_cod5_factory
Kino Der Toten = zombie_theater
Five = zombie_pentagon
Dead Ops Arcade = zombietron
Ascension = zombie_cosmodrome
Call of the Dead = zombie_coast
Shangri La = zombie_temple
Moon = zombie_moon
Title: Re: Renaissance Mod
Post by: DeletedUser on June 16, 2019, 03:15:25 pm
Im getting errors when I load up the mod , Such as 'clientscripts/_zombiemode_ffotd' , I don't know what else to do.
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on June 18, 2019, 02:49:50 am
Im getting errors when I load up the mod , Such as 'clientscripts/_zombiemode_ffotd' , I don't know what else to do.
Your probably the first person to get that. You installed everything right i'm assuming? 
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on June 20, 2019, 04:44:26 am
I heard BO1 severs are down and probably for good because both activision and treyarch are money hungry for cash(Thanks assholes! maybe the ceo of activision will get beheaded by isis or something) anyways here is a small guide if anyone wants to play the mod still (Solo only).

Step 1: Load up the mod
Step 2: Open up the developer console
Step 3: type /devmap zombie_(insert map name)
Example : /devmap zombie_cod5_prototype
Step 4: Boom ya in game!

- List of map names-
Nacht Der Untoten = zombie_cod5_prototype
Verrückt = zombie_cod5_asylum
Shi No Numa = zombie_cod5_sumpf
Der Riese = zombie_cod5_factory
Kino Der Toten = zombie_theater
Five = zombie_pentagon
Dead Ops Arcade = zombietron
Ascension = zombie_cosmodrome
Call of the Dead = zombie_coast
Shangri La = zombie_temple
Moon = zombie_moon
Disregard this message because the severs are back up for now...
Title: Re: Renaissance Mod
Post by: cph30075 on June 20, 2019, 07:22:15 pm
Holy heck this is one of the most insane mods for Call of Duty in general I've ever played. I used to play a bunch of modded WaW but never knew Black Ops had mods. Decided to try this one out and my god it's amazing. I love it so much, though I find the difficulty ramp up after round 15 to be a bit much for my liking. I'm sure I'll get used to it though.

Is there a way to use cheats with this mod enabled? I wanna explore all the maps as it's been a long time since I've played Black Ops since XBOX 360 let alone modded BO1. I also just like dicking around lol.

Thanks for this masterpiece homie
Title: Re: Renaissance Mod
Post by: DeletedUser on June 20, 2019, 11:53:53 pm
The servers are back up , you could play zombies without using commands.
Title: Re: Renaissance Mod
Post by: RaindT on June 22, 2019, 05:42:32 pm
Has the mod been taken down?
Title: Re: Renaissance Mod
Post by: rollir025 on June 22, 2019, 07:25:48 pm
MediaFire and MEGA links not working
Title: Re: Renaissance Mod
Post by: Diakyuto on June 23, 2019, 12:12:10 am
The mod is down on both links
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on June 23, 2019, 03:09:41 am
Holy heck this is one of the most insane mods for Call of Duty in general I've ever played. I used to play a bunch of modded WaW but never knew Black Ops had mods. Decided to try this one out and my god it's amazing. I love it so much, though I find the difficulty ramp up after round 15 to be a bit much for my liking. I'm sure I'll get used to it though.

Is there a way to use cheats with this mod enabled? I wanna explore all the maps as it's been a long time since I've played Black Ops since XBOX 360 let alone modded BO1. I also just like dicking around lol.

Thanks for this masterpiece homie
Thanks man! you will get used to it after a few games and learn your way around things. Sorry man we disabled them but you could still use basic stuff like FOV, Gravity, Speed, etc.

Double Post Merge: June 23, 2019, 09:41:24 am
Released a Patch 1.4 because I think we fixed a potential game freezing glitch that happens when you kill the exo boss. As of now we doesn't explode and spew gas because it was causing the host to drop frames and everyone else to lag out, but it should be fixed now :) 
Title: Re: Renaissance Mod
Post by: cph30075 on June 24, 2019, 04:01:05 am
Thanks man! you will get used to it after a few games and learn your way around things. Sorry man we disabled them but you could still use basic stuff like FOV, Gravity, Speed, etc.

Double Post Merge: June 23, 2019, 09:41:24 am

Released a Patch 1.4 because I think we fixed a potential game freezing glitch that happens when you kill the exo boss. As of now we doesn't explode and spew gas because it was causing the host to drop frames and everyone else to lag out, but it should be fixed now :)
 Yeah, I played much more after posting this and don't have any qualms anymore with the lack of cheats - it's really challenging but holy hell it gets really goddamn fun running around in Kino trying to avoid the zombies. Eventually you get a rythm and get really far. My best was round 35, I'm hoping to get a friend on and do some co-op. Though, I find Moon's difficulty a bit too overwhelming with the bucket-wheel excavators and this mod together, but eventually I'll get it.

This mod also inspired me to get BO3 after I saw the new perks and weapons from this modpack (the ones from BO3, of course). I have it now and it's tons of fun, thanks for indirectly showing me that BO3 is apparantly really goddamn good for zombies.
Title: Re: Renaissance Mod
Post by: edoom54 on June 24, 2019, 10:02:03 pm
Thanks man! you will get used to it after a few games and learn your way around things. Sorry man we disabled them but you could still use basic stuff like FOV, Gravity, Speed, etc.

Double Post Merge: June 23, 2019, 09:41:24 am

Released a Patch 1.4 because I think we fixed a potential game freezing glitch that happens when you kill the exo boss. As of now we doesn't explode and spew gas because it was causing the host to drop frames and everyone else to lag out, but it should be fixed now :)
 i wanted to play the mod but it looks like its not working or its down. do u know when it will be back up?

Title: Re: Renaissance Mod
Post by: zsh_ on June 25, 2019, 04:40:57 pm
i wanted to play the mod but it looks like its not working or its down. do u know when it will be back up?
 I just downloaded it using the mega link and it worked fine for me.
Title: Re: Renaissance Mod
Post by: AdrX003 on June 28, 2019, 03:26:25 pm
To those having trouble playing in coop please read the known bugs tab, I'm sorry it has to be that way.

Double Post Merge: April 20, 2019, 07:41:53 pm

 <p>[tested only the 1.1.1 version, im going through the most recent right now] i really dont care about how much time i spend to start a coop, verurkt and moon took +100 tries but now they work fine. i just wanted shangri-la.... the game keeps the host at kind of a "middle map middle lobby" screen, and when player 2 connects, the host is frozen (and this never changed through host exchange in +30 tries, but ill keep trying it)</p><p>and can you extend the Eclipse time for solo just a bit?</p>
 
Title: Re: Renaissance Mod
Post by: MayroModz on July 01, 2019, 05:21:47 am
I was playing Der Riese with the Renaissance Mod V1.4 with the Walter Toggle Acton Pap'd and while I was shooting zombies, I got a G_Spawn: no free entities error. Maybe it was because I raised the fov to 95 via console when I started game? I'm not sure. 
Title: Re: Renaissance Mod
Post by: RHAIMI on July 05, 2019, 10:11:32 pm
Really hard, but still good to play, gj lad
Title: Re: Renaissance Mod
Post by: DeletedUser on July 08, 2019, 09:27:37 pm
when i click on "zombie" it stucks in "connecting..." (probably with the servers). 
what i have to do ?? ???
Title: Re: Renaissance Mod
Post by: theRatb0y on July 13, 2019, 05:55:01 am
Figured out the issue with Moon. If you pack a punch before you turn the power on (getting Mustangs before round 1 in NML) it won't let you. It's not affected by juggernog or stamin-up, just the pack a punch.

Hope this helps someone.
 Weird I was wondering why it wouldn't let me turn it on, came straight to the comments to figure it out..
Love this mod thanks a lot to the creator you are a beast!
Title: Re: Renaissance Mod
Post by: Capt_Halvorsen on July 21, 2019, 04:34:30 pm
Hey.
I would like to know if there is a way to disable the ""invisible flame zombie boss"" on kino der toten.
The game freezes 5/10 times when that zombie is killed. I know u mentioned a possible fix for that in 1.4(not totally sure). However its stil freezing on kino der totet, which is the map me and my friends plays exclusively xD
 
I would trie to fix it myself but i dont know how to repack .FF files or even if it works.

Anyways, thx for the mod :)
Title: Re: Renaissance Mod
Post by: thegoldenwolf555 on July 24, 2019, 08:29:29 am
i have a problem:

when i switch from unmoded black ops to moded black ops it sends me back to the windows dashboard and bascallys freezes my computer.

help please
Title: Re: Renaissance Mod
Post by: Lord-san on July 29, 2019, 11:10:12 pm
Thanks for the mod, rly awesome work like always!
Title: Re: Renaissance Mod
Post by: AdrX003 on July 30, 2019, 11:18:14 pm

Double Post Merge: April 20, 2019, 05:47:54 pm


Double Post Merge: April 20, 2019, 05:49:31 pm

wow, the Exo Boss/ The King is pretty strong hahah
i know you said its final version, but ive written some stuff that you might want
(and through this year i will have alot of time to playtest anything. pm if you need (more active on telegram: @lolidev))
=========================
/--/ Scripting /--/
-Add sound completion and wait for user input to get some the rewards at challenges
-Allow Frag/Semtex wallbuy to get Widow's Wine grenades when the player is using the perk
-fix locations for perk proning like the Revive on Shang (except on water i think)
-keep FOV sometimes when teleporting (only saw this on Kino, DR might have it too)
-bug where player gets stuck on one of the teleporter rooms,KinoPAP, or outside the map after being auto revived by Whos Who (maybe limit the doppleganger spawning to the zones that the game might have some "auto limits" of some sort)
-make the same chance of getting Fire Sale to get Perk Bottle
-Max Ammo reward +song Easter Egg +one of the 2 non-machine perks to all ZC maps (now that we can get the BO3 scripts with the new tool)
-EE to get perks on Kino listening all the radios, teleporting to the 3 secret zones and linking the switches where the teleporter haves cables linked to them?
-More eclipse time for solo games on Shangri-La sidequest, and make everyone gets the perma-perks like moon/COTD
-maybe double time for the PAP Drop at Verrukt and Shi no numa (sometimes is very far) or just force to spawn in closest zone to the drop
-the Lockdown rounds seem impossible after the 3rd or more, seems to need a nerf, something like limit the zombies on solo to 24 or 30 (on Coop seems OK, tested until round 34, 35, the flow of the dogs and zombies are good, seems hard as it should)
-WW2 Combat Knife anims to hold on "X", adding Mob Knife and All Melees there it the mod have any space (wich i think the isnt, but a lite version of it with those would surely be awesome)
-button to inspect anim?
=========================
/--/ Models changes/fixes /--/
-Shi No Numa Peter model
-Shangri-la spawn mistery box having the cover/upper part being out of position when closed
-BO3 Easter Egg Items (vril, focusing stone, focusing crystals, MPD, maybe moon computers)
-maybe change Panzersoldat model to Origins BO3 one and add it to more maps
=========================<
/--/ Model+Scripting /--/
Update ADS to IW_Intervention to BO1_AUG model(the 1.5 Swarovski ACOG zoom,with corresponding sniper zoom, Intervention lens model)
=========================
Title: Re: Renaissance Mod
Post by: gel14a on August 06, 2019, 08:21:53 pm
The most awesome mod I've played so far. It makes me play the maps I've played hundreeds of times again, and again!
P.S. Moon has a serious problem, I can't take neither P.E.S. nor Hacker. Is there any way this can be fixed?
Title: Re: Renaissance Mod
Post by: Lord-san on August 19, 2019, 09:34:30 am
Thank you for all this awesome support

I bright my full gameplay on Kino to round 50 with the mod.

https://youtu.be/pnWTqgcKQkg (https://youtu.be/pnWTqgcKQkg)

Rly awesome mod thanks for all the guys behind this and thanks to Partisan for reply on my video, thank you very much

Soon all other maps.

Title: Re: Renaissance Mod
Post by: seanathan on August 21, 2019, 01:28:37 am
All I cam say is that Der Riese is the fucking best map ever in this mod and Verrukt is like going veteran mode in campaign
Title: Re: Renaissance Mod
Post by: zebaku on August 25, 2019, 02:02:07 pm
when i try to load the map from the mods tab ingame it say could not find script 'clientscripts/_zombiemode_ffotd'
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on August 28, 2019, 05:12:51 pm

wow, the Exo Boss/ The King is pretty strong hahah
i know you said its final version, but ive written some stuff that you might want
(and through this year i will have alot of time to playtest anything. pm if you need (more active on telegram: @lolidev))
=========================
/--/ Scripting /--/
-Add sound completion and wait for user input to get some the rewards at challenges
-Allow Frag/Semtex wallbuy to get Widow's Wine grenades when the player is using the perk
-fix locations for perk proning like the Revive on Shang (except on water i think)
-keep FOV sometimes when teleporting (only saw this on Kino, DR might have it too)
-bug where player gets stuck on one of the teleporter rooms,KinoPAP, or outside the map after being auto revived by Whos Who (maybe limit the doppleganger spawning to the zones that the game might have some "auto limits" of some sort)
-make the same chance of getting Fire Sale to get Perk Bottle
-Max Ammo reward +song Easter Egg +one of the 2 non-machine perks to all ZC maps (now that we can get the BO3 scripts with the new tool)
-EE to get perks on Kino listening all the radios, teleporting to the 3 secret zones and linking the switches where the teleporter haves cables linked to them?
-More eclipse time for solo games on Shangri-La sidequest, and make everyone gets the perma-perks like moon/COTD
-maybe double time for the PAP Drop at Verrukt and Shi no numa (sometimes is very far) or just force to spawn in closest zone to the drop
-the Lockdown rounds seem impossible after the 3rd or more, seems to need a nerf, something like limit the zombies on solo to 24 or 30 (on Coop seems OK, tested until round 34, 35, the flow of the dogs and zombies are good, seems hard as it should)
-WW2 Combat Knife anims to hold on "X", adding Mob Knife and All Melees there it the mod have any space (wich i think the isnt, but a lite version of it with those would surely be awesome)
-button to inspect anim?
=========================
/--/ Models changes/fixes /--/
-Shi No Numa Peter model
-Shangri-la spawn mistery box having the cover/upper part being out of position when closed
-BO3 Easter Egg Items (vril, focusing stone, focusing crystals, MPD, maybe moon computers)
-maybe change Panzersoldat model to Origins BO3 one and add it to more maps
=========================<
/--/ Model+Scripting /--/
Update ADS to IW_Intervention to BO1_AUG model(the 1.5 Swarovski ACOG zoom,with corresponding sniper zoom, Intervention lens model)
=========================
Just want to say I appreciate your feedback and glad you liked the mod. The only downside is that everyone is pretty much finished with the mod in terms of support etc and also I lost the source files on my hardrive meaning things such as having an extra knife, adding extra models/sounds/weapons/fx would require me redoing the mod from scratch. I was planning to post a prototype version to try out but it's just an attempt to fix the coop lag when killing the exo boss.
All I cam say is that Der Riese is the fucking best map ever in this mod and Verrukt is like going veteran mode in campaign
 Thanks!, The whole mod is veteran mode but for zombies lmaoo
Thank you for all this awesome support

I bright my full gameplay on Kino to round 50 with the mod.

https://youtu.be/pnWTqgcKQkg (https://youtu.be/pnWTqgcKQkg)

Rly awesome mod thanks for all the guys behind this and thanks to Partisan for reply on my video, thank you very much

Soon all other maps.


Appreciate it man!, I added some of your videos to the mods page under gameplay! Thanks once again.
:)
 
Title: Re: Renaissance Mod
Post by: AdrX003 on August 29, 2019, 01:29:28 am
Just want to say I appreciate your feedback and glad you liked the mod. The only downside is that everyone is pretty much finished with the mod in terms of support etc and also I lost the source files on my hardrive meaning things such as having an extra knife, adding extra models/sounds/weapons/fx would require me redoing the mod from scratch. I was planning to post a prototype version to try out but it's just an attempt to fix the coop lag when killing the exo boss. Thanks!, The whole mod is veteran mode but for zombies lmaooAppreciate it man!, I added some of your videos to the mods page under gameplay! Thanks once again.
:)

 ((as i cant reply in your PM so ill answer here)) yea, all fine to test anything you make. (and wile playing recently i had a problem trying to put 3 (me and 2 friends) in a lobby, everything was correctly set, when the third dude joined, the game excluded the 2nd, and we could not get in a game)
Title: Re: Renaissance Mod
Post by: DeletedUser on September 06, 2019, 11:23:41 pm
I keep having the same problem over and over again , don't know if anyone has the same problem but I can't at least make it to the bo1 menu screen , but being greeted with the loading screen then a error message with the text 'clientscripts/_zombiemode_ffotd' , I don't know what else to do , I have game_mod installed and I just need help on how to get through the error messages , Do I need ascension for this?
Title: Re: Renaissance Mod
Post by: RarePepe on September 07, 2019, 09:01:21 am
Congratulations and respect for making this epic mod reality, very well done.  How does one go about playing this amazing mod online with friends?
Figured I might need to set up LAN, unless Im missing something.  
Thanks

Title: Re: Renaissance Mod
Post by: Lokplom on September 09, 2019, 01:03:52 am
Your probably the first person to get that. You installed everything right i'm assuming?
  Im having the same problem.
Title: Re: Renaissance Mod
Post by: ForeskinJohn on September 12, 2019, 08:58:27 pm
Does anyone know how to get this running with the BGamer T5 client? or rather the mod launcher (game_mod) with T5? it would really help if something like that was possible, or anyone had any alternative solutions.
Title: Re: Renaissance Mod
Post by: bradleye13 on September 14, 2019, 12:47:03 pm
Is there a way to link the mod to bgT5launcher that support local lan?
Title: Re: Renaissance Mod
Post by: Clippy95 on September 14, 2019, 02:58:22 pm
Is there a way to link the mod to bgT5launcher that support local lan?
 Yes
Title: Re: Renaissance Mod
Post by: AxlNicoTomato on September 15, 2019, 02:42:26 am
excellent mod
 


Title: Re: Renaissance Mod
Post by: Wire_Knight on September 18, 2019, 02:41:55 am
is it normal that i cannot see george's light level? he is always in zombie mode even when walking and you cannot tell how much hp he has left
Title: Re: Renaissance Mod
Post by: thearcticdino on September 20, 2019, 02:08:19 am
I've never been so stressed out playing shi no numa solo wtf :D

Title: Re: Renaissance Mod
Post by: Lord-san on September 21, 2019, 11:02:11 am
My new trys

Ascension stuck on round 35 but gameplay and challenges ok

https://youtu.be/etKs7JFb36w (https://youtu.be/etKs7JFb36w)

Der Riese Flawless gameplay and complete

https://youtu.be/dl25yeoE3zY (https://youtu.be/dl25yeoE3zY)

Moon Complete but bad game :(

https://youtu.be/EY0hFPqenjw (https://youtu.be/EY0hFPqenjw)

Five complete gameplay ok

https://youtu.be/8MFOMGeiVfI (https://youtu.be/8MFOMGeiVfI)

Call of the Dead looking around but gameplay ok

https://youtu.be/k-agtLb9bI8 (https://youtu.be/k-agtLb9bI8)

Many thanks for bright us this awesome mod to all the staff and special thanks to Partisan for supporting my streams

Cheers!

PD.

Five Co-Op with Noroko

https://youtu.be/HHq8yYETw5M (https://youtu.be/HHq8yYETw5M)

Moon CO-OP Noroko - Ervic

https://studio.youtube.com/video/u-n9k1CJnpk/edit (https://studio.youtube.com/video/u-n9k1CJnpk/edit)

Bad game for me xD

Spanish Stream
Title: Re: Renaissance Mod
Post by: kirmerk on September 27, 2019, 11:25:07 pm
I can't even describe with words how good this mod is. Everything is very high quality and complex.
NikolaiLikesVodka (https://www.ugx-mods.com/forum/mlist/nikolailikesvodka_210), this is goddamn masterpiece. Please never stop and create even bigger and more beatiful things. Take my respect.
Title: Re: Renaissance Mod
Post by: paczkins02 on September 30, 2019, 05:59:47 pm
I Instaled this mod and i  turn on bo_mods ewrything is okay but when i try to play kino there is no weapons from your mods there is normal guns from BO1 what am i suposted to do (sorry for my bad english)
Title: Bug in Nacht
Post by: WolfCakes on October 06, 2019, 06:51:10 am
In Nacht, during dog rounds, if you stand in a certain spot in the help room, you wont get attacked by dogs. If you want more info, I can show you.
Title: Re: Renaissance Mod
Post by: Lord-san on October 08, 2019, 08:26:30 pm
I Instaled this mod and i  turn on bo_mods ewrything is okay but when i try to play kino there is no weapons from your mods there is normal guns from BO1 what am i suposted to do (sorry for my bad english)
That Happens if you don´t check if you have double folder on your folder mods inside the black ops root folder.

You must have

\Call of Duty Black Ops\mods\Renaissance\

Example:

image
(https://i.imgur.com/eeSTMSL.jpg)
Btw

New Flawless try on Call Of The Dead

https://youtu.be/nArF6Z5StTs (https://youtu.be/nArF6Z5StTs)
Title: Re: Bug in Nacht
Post by: AdrX003 on October 10, 2019, 12:25:26 am
In Nacht, during dog rounds, if you stand in a certain spot in the help room, you wont get attacked by dogs. If you want more info, I can show you.
 heheh ,  so you also found it
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on October 10, 2019, 09:05:30 am
I can't even describe with words how good this mod is. Everything is very high quality and complex.
NikolaiLikesVodka (https://www.ugx-mods.com/forum/mlist/nikolailikesvodka_210), this is goddamn masterpiece. Please never stop and create even bigger and more beatiful things. Take my respect.
 I won't be doing anymore things because i learned it's just waste.
 
Title: Re: Renaissance Mod
Post by: Lord-san on October 10, 2019, 09:18:47 am
I won't be doing anymore things because i learned it's just waste.

Is bcz people don't value the hard work? At least you have the pride for made something better that the new titles. Black Ops 1 is still better that the new titles. And this mod made it even better.
Title: Re: Renaissance Mod
Post by: Lord-san on October 21, 2019, 08:57:44 am
I've never been so stressed out playing shi no numa solo wtf :D
I know how you feel :( xd

https://youtu.be/YSOoq8DgVrY (https://youtu.be/YSOoq8DgVrY)

i failed 3 times bcz bad luck and bad decisions with spots, weapons etc.

In co-op can be more easy depends of the weapons and luck.

btw

New trays
 Verruckt CO-OP Noroko

https://youtu.be/m3Tsm7cpJhQ (https://youtu.be/m3Tsm7cpJhQ)

Shi No Numa CO-OP 3 Players

Part 1 -
https://youtu.be/FeA22upwCy0 (https://youtu.be/FeA22upwCy0)
Part 2 -
https://youtu.be/KUYiDZjlUy0 (https://youtu.be/KUYiDZjlUy0)
Sry For Double post

Title: Re: Renaissance Mod
Post by: lo L on October 28, 2019, 02:00:36 pm
Amazing mod first of all, so much effort, congrats on that, one of the highest effort of mods i've seen, better than any world at war mod, but some bugs i've found with my friend are, in moon the teleporter back to groom lake stops working after 3 times and the wave gun sometimes can't be pack a punched and so we can never complete the easter egg, then in call of the dead after some high rounds the game just breaks and everything just lags out, also george when he get's struck by lightning he never spawns back in (dunno if this was intentional or not). Hope these bugs can be fixed, other than that the mod is excellent.
Title: Re: Renaissance Mod
Post by: paczkins02 on November 02, 2019, 08:44:58 am
I played this mod i survive to 46 round until my game crashed XD 
Title: Re: Renaissance Mod
Post by: orianprime08 on November 06, 2019, 11:59:27 pm
crashes on call of the dead
Title: Re: Renaissance Mod
Post by: DeletedUser on November 10, 2019, 03:35:19 pm
I Have an idea for this mod, I thought it is cool if had a menu before the first round that will allow you to change the config for the spawn of the zombies.

Something like

Dogs on/off
Bosses on/off
Exo Zombies on/off
Special Zombies on/off

etc
Title: Re: Renaissance Mod
Post by: NikolaiLikesVodka on November 20, 2019, 08:10:24 pm
First off, Thank you to everyone who played the mod and still continues to this day!, this update was not actually meant to be released before but seeing as some cleaning up was needed I present to you with Patch 1.5 (sadly difficulty launching is still a thing). Anyways have fun!
Title: Re: Renaissance Mod
Post by: alain on November 21, 2019, 10:17:01 am
First off, Thank you to everyone who played the mod and still continues to this day!, this update was not actually meant to be released before but seeing as some cleaning up was needed I present to you with Patch 1.5 (sadly difficulty launching is still a thing). Anyways have fun!
 thanks you man i love your work .

will it be possible to add a shield like in origins?:)       
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Ph4nt0m2404 on November 22, 2019, 07:56:57 am
Great mod but every time i load a game all my textures are missing not the textures of the map but perks, teddy bear on box locations, guns, view hands are all comepletey black and i dont know how to fix it.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: gimmyneutron on November 23, 2019, 06:10:18 pm
i love this mod sooooooo much <3 but why the heck did you do this ???


Reduced the quadrupal damage on double tap (Now does only double damage)  ... its taking from the fun aspect :/
and this 

You can pack a punch 4 extra times for damage boosts like in BO4 for 2500  we REALLY didnt need this XD i mean 15000 for every single weapon wtf ( im the type that loves packing a milion weapons and this is hurting my soul  :,(     

and especially this ! 

 Fixed issue were speed cola caused fast perk drinking and bowie/galvaknuckles floruishing  this was what speed cola supposed to do ( even in bo3 sometimes it does it but slower and its glichy coz they removed the ability sadly )



like bruh please dont break what you made , i loved it the way it was ( and made vids to say this is how zombies is supposed to be lol ) 



this mod adds soooooo much more repleayability to bo1 and made me fall in love with it like the first time i plaed zombies :,)


thanks again for making this in the first place  :D
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: conn6orsuper117 on November 25, 2019, 12:58:04 am
 I second what GimmyNeutron said, if it aint broke, don't fix it. the PAP system in BO4 is what contributed to BO4 zombies's negative reactions, I think this patch needs to be reverted, I know you want to be done with this mod, but the mod was already perfect until these features were added and changed
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: NikolaiLikesVodka on November 25, 2019, 04:40:49 am
 Why?, cause I wanted too, Yeah you gotta repack for 15000 per gun but your guns will still deal a decent amount of damage + deadshots headshot multiplier. I'm glad you like the mod, but these features are going to stay.
i love this mod sooooooo much <3 but why the heck did you do this ???


Reduced the quadrupal damage on double tap (Now does only double damage)  ... its taking from the fun aspect :/
and this

You can pack a punch 4 extra times for damage boosts like in BO4 for 2500  we REALLY didnt need this XD i mean 15000 for every single weapon wtf ( im the type that loves packing a milion weapons and this is hurting my soul  :,(     

and especially this !

 Fixed issue were speed cola caused fast perk drinking and bowie/galvaknuckles floruishing  this was what speed cola supposed to do ( even in bo3 sometimes it does it but slower and its glichy coz they removed the ability sadly )



like bruh please dont break what you made , i loved it the way it was ( and made vids to say this is how zombies is supposed to be lol )



this mod adds soooooo much more repleayability to bo1 and made me fall in love with it like the first time i plaed zombies :,)


thanks again for making this in the first place  :D
 
I second what GimmyNeutron said, if it aint broke, don't fix it. the PAP system in BO4 is what contributed to BO4 zombies's negative reactions, I think this patch needs to be reverted, I know you want to be done with this mod, but the mod was already perfect until these features were added and changed
Thats great you can keep the old version, because these changes are not getting reverted and you can still deal large amounts of damage without the need for pack a punching multiple times.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: alaurenc9 on November 25, 2019, 04:52:41 am
i love this mod sooooooo much <3 but why the heck did you do this ???


Reduced the quadrupal damage on double tap (Now does only double damage)  ... its taking from the fun aspect :/
and this

You can pack a punch 4 extra times for damage boosts like in BO4 for 2500  we REALLY didnt need this XD i mean 15000 for every single weapon wtf ( im the type that loves packing a milion weapons and this is hurting my soul  :,(     

and especially this !

 Fixed issue were speed cola caused fast perk drinking and bowie/galvaknuckles floruishing  this was what speed cola supposed to do ( even in bo3 sometimes it does it but slower and its glichy coz they removed the ability sadly )



like bruh please dont break what you made , i loved it the way it was ( and made vids to say this is how zombies is supposed to be lol )



this mod adds soooooo much more repleayability to bo1 and made me fall in love with it like the first time i plaed zombies :,)


thanks again for making this in the first place  :D
 1. Why did we reduce quad tap to regular double tap? Because it was an accident due to misinformation from SE2Dev that it was even there in the first place, and I for one especially hated that guns could just melt zombies without even trying.
2. The Bo4 style pack-a-punch was added BECAUSE we removed quad tap - that way you can have your quad tap back, but it's not obtained just by spending 2000, you have to actually work for it because last I checked, having quad damage multiplier on every gun shouldn't be something you can just buy for 2k points.
3. The speed cola issue was a fucking BUG. We didn't actually realise it was there when we released it, and it looked more than broken to us, so I'm especially glad I fixed it. But hold on hold on... HOW is this what speed cola was "supposed to do.."? If faster weapon switching is something that WE added to speed cola and wasn't in ANY official 3arc zombies games... Yeah makes sense.

And to you as well as  @conn6orsuper117 , these changes are literally so minimal it's not even funny. We literally took away quad damage that wasnt supposed to be there in the first place, added a pap system that - A. let's you get quad tap back / B. you don't even have to fucking use - and we fixed a bug with perk drink times for speed cola which to 99% of people looks broken... so to say that "this patch needs to be reversed" and that it "broke shit" is RETARDEDLY overreacting. And to the "if it aint broke dont fix it", yes, this fix was done because things WERE broken and DID NEED fixing.

These comments were made with a complete misunderstanding of the mod and how the things work in it, and honestly reading these makes me want to slit my wrists and poor dish washer soap into the open wounds. Whether you think I'm a dick for talking in this derrogatory tone or not, PLEASE next time think about what you say before making me or @NikolaiLikesVodka  want to cut my balls off during a bad acid trip.

Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: NikolaiLikesVodka on November 25, 2019, 05:02:33 am
Appreciate it!, Have you checked your game mod version or updated drivers? thats usually the only time it happens to me.
Great mod but every time i load a game all my textures are missing not the textures of the map but perks, teddy bear on box locations, guns, view hands are all comepletey black and i dont know how to fix it.
 
thanks you man i love your work .

will it be possible to add a shield like in origins?:)       
Thanks bro!, Nahh you already got a powerup that gives u extra hits and we don't have the memory left in the mod to add a shield file.

I Have an idea for this mod, I thought it is cool if had a menu before the first round that will allow you to change the config for the spawn of the zombies.

Something like

Dogs on/off
Bosses on/off
Exo Zombies on/off
Special Zombies on/off

etc
Before I lost the main files we had that idea, but sadly we cannot anymore. It would have been great tho..


 
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Austia on December 13, 2019, 02:37:17 am
Great mod, I love the weapon selection that was put into the mod. I really love attention to detail with the weapons. Example; the SPAS-12 being able to have different fire modes. The gaming industry needs to do that. I think this is the only mod that I know of for any game, let alone any game, that does that with the SPAS-12. The challenges alone are fun. I love how after a certain round there are gonna be some type of boss that spawns. Its done better than how it was done in CoD:Mobile Zombies. I wish there was a a higher perk limit, I don't know if that was the coding in Black Ops normally or not.

The only issues I have is that some times the maps will fail at loading, all though that may have been a thing that happened in the vanilla game. The second issue I have is on Shi No Numa with some of the perk locations being in some bad spots, the one that really bugs me is the in the swamp, in between the Storage and Main Hut. Mainly because of the Perk Machine spawn partially in the water so you can't do the "free points" trick with the Perk Machines.

Also, for some reason the Ray Gun MK2 when upgraded, its name is partially in German. I'm not sure if the creator of the mod speaks German, or not. Its just an interesting thing I noticed, I actually like that. 

If there was anything I would add I be the "Slow Play" Coin Machines, and maybe the Buff Machines, from CoD Mobile Zombies. Maybe a different Pack-a-Punch Camo, or at least for different weapons.

I hope that there will be some more mods coming from you in the future, perhaps a mod built off of Renaissance with some new maps? I'd be interested in seeing maps like Firing Range, Villa, Crash from MW, Lockdown MW3, and Summit as Zombie maps. Maybe some different Easter Egg Songs? Songs will be place below. Some new Drops, listed below. 

Maybe some more weapons added to it, listed at the bottom of the post.

Sorry, in advanced, about the lenght of this post. Have a good one.

Weapons; *Note; WW=Wonder Weapon*
-FN Five-seveN
-FN P90
-Glocks (your choice)
-WInchester 1200
-M1014
-Remington 870
-Remington ACR
-Remington MSR
-HK USP 45/MK23
-Ruger MKV
-Franchi SPAS-15
-Siaga 12
-HK MP7
-Knight's Armament Company PDW (AKA SR-625 PDW)
-Sig MPX
-RPD
-FN Minimi/Maximi
-M60 "The Pig"
-HK 416/417
-Patriot Ordnance Factory (POF) P416
-QBZ-95/95-1/97 (take your pick)
-The SIMA FAD
-SKS-45 (SKS RIfle)
-M134 Minigun *Non-drop* (either as Box Weapon, very low chance of getting, Example 1-in-1000 chance, 999 round Drum mag, or a wall weapon for +2500 Points near the PaP Machine, No PaP version)
-RPG-7V2
-Colt M4 MWSC (Modular Weapon System Carbine) or M4A1
-HK M27 IAR (Infantry Automatic RIfle) *Could use as a LMG/SAW (Squad Automatic Weapon)
-Chaingun (DOOM 2016 with the Mobile Turrent Upgrade as a drop. *Replacement for the M134 as the Death Machine*)
-Super Shotgun (DOOM 2016/ DOOM Enteral version as PAP'ed) *WW*
-Chainsaw (DOOM 2016 as a Melee Weapon that uses fuel. Will drop a max ammo after the first kill while in use, max of 10 kills per use. Has a 1 minute cooldown. Acts like a Instant Kill on any enemy. *+4000 Points*)
-BFG-9000 (DOOM 2016) *WW, Can't PAP 1-in-1000 chance*
-Fat Man/Mini Nuke Launcher (Fallout 4/Falloout 76)  *WW, 1-500 chance. Best used with PHD Flopper, Speed Cola, and Electric Cherry*
-"Judgement Day" * a single PaP WInchester Model 1887, used by the T-800. (Guardian Drop described below)* 

Songs;
-BFG Division (DOOM 2016 Even the normal version or the Vocal Cover one) *Best used with the weapons I listed from DOOM 2016*
-Are You Ready (Disturbed)
-This Venom (Disturbed)
-Indestructible (Disturbed)
-The Devil in I (Slipknot)
-Dead Letters (Katatonia)

Drops Ideas;
- Slayer Mode *Basically the Berserker Drop from DOOM 2016, lasts 15 seconds*
-Drone Overwatch *A small drone that follows you until downed, Dead Ops Arcade drop?*
-DOOM SLAYER (The DOOM SLAYER Pops into the map and "Rips and Tears" any and all Zombies/Bosses near the Player who gets the drop for 10 Seconds) *1-in-1000 chance drop*
-Chaingun Drop *Described in the Weapons section above*
-T-800 "Guardian" *Terminator "Guardian" appears on the map as an ally, uses "Judgement Day." Last for five rounds. 1-in-800 chance*
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Khalilou98 on December 15, 2019, 04:37:32 pm
Dude really love this mod but you can make my life 10 times better if you can choose what spawns or not like a menu please man !
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: alaurenc9 on December 19, 2019, 02:33:23 am
Great mod, I love the weapon selection that was put into the mod. I really love attention to detail with the weapons. Example; the SPAS-12 being able to have different fire modes. The gaming industry needs to do that. I think this is the only mod that I know of for any game, let alone any game, that does that with the SPAS-12. The challenges alone are fun. I love how after a certain round there are gonna be some type of boss that spawns. Its done better than how it was done in CoD:Mobile Zombies. I wish there was a a higher perk limit, I don't know if that was the coding in Black Ops normally or not.

The only issues I have is that some times the maps will fail at loading, all though that may have been a thing that happened in the vanilla game. The second issue I have is on Shi No Numa with some of the perk locations being in some bad spots, the one that really bugs me is the in the swamp, in between the Storage and Main Hut. Mainly because of the Perk Machine spawn partially in the water so you can't do the "free points" trick with the Perk Machines.

Also, for some reason the Ray Gun MK2 when upgraded, its name is partially in German. I'm not sure if the creator of the mod speaks German, or not. Its just an interesting thing I noticed, I actually like that.

If there was anything I would add I be the "Slow Play" Coin Machines, and maybe the Buff Machines, from CoD Mobile Zombies. Maybe a different Pack-a-Punch Camo, or at least for different weapons.

I hope that there will be some more mods coming from you in the future, perhaps a mod built off of Renaissance with some new maps? I'd be interested in seeing maps like Firing Range, Villa, Crash from MW, Lockdown MW3, and Summit as Zombie maps. Maybe some different Easter Egg Songs? Songs will be place below. Some new Drops, listed below.

Maybe some more weapons added to it, listed at the bottom of the post.

Sorry, in advanced, about the lenght of this post. Have a good one.

Weapons; *Note; WW=Wonder Weapon*
-FN Five-seveN
-FN P90
-Glocks (your choice)
-WInchester 1200
-M1014
-Remington 870
-Remington ACR
-Remington MSR
-HK USP 45/MK23
-Ruger MKV
-Franchi SPAS-15
-Siaga 12
-HK MP7
-Knight's Armament Company PDW (AKA SR-625 PDW)
-Sig MPX
-RPD
-FN Minimi/Maximi
-M60 "The Pig"
-HK 416/417
-Patriot Ordnance Factory (POF) P416
-QBZ-95/95-1/97 (take your pick)
-The SIMA FAD
-SKS-45 (SKS RIfle)
-M134 Minigun *Non-drop* (either as Box Weapon, very low chance of getting, Example 1-in-1000 chance, 999 round Drum mag, or a wall weapon for +2500 Points near the PaP Machine, No PaP version)
-RPG-7V2
-Colt M4 MWSC (Modular Weapon System Carbine) or M4A1
-HK M27 IAR (Infantry Automatic RIfle) *Could use as a LMG/SAW (Squad Automatic Weapon)
-Chaingun (DOOM 2016 with the Mobile Turrent Upgrade as a drop. *Replacement for the M134 as the Death Machine*)
-Super Shotgun (DOOM 2016/ DOOM Enteral version as PAP'ed) *WW*
-Chainsaw (DOOM 2016 as a Melee Weapon that uses fuel. Will drop a max ammo after the first kill while in use, max of 10 kills per use. Has a 1 minute cooldown. Acts like a Instant Kill on any enemy. *+4000 Points*)
-BFG-9000 (DOOM 2016) *WW, Can't PAP 1-in-1000 chance*
-Fat Man/Mini Nuke Launcher (Fallout 4/Falloout 76)  *WW, 1-500 chance. Best used with PHD Flopper, Speed Cola, and Electric Cherry*
-"Judgement Day" * a single PaP WInchester Model 1887, used by the T-800. (Guardian Drop described below)*

Songs;
-BFG Division (DOOM 2016 Even the normal version or the Vocal Cover one) *Best used with the weapons I listed from DOOM 2016*
-Are You Ready (Disturbed)
-This Venom (Disturbed)
-Indestructible (Disturbed)
-The Devil in I (Slipknot)
-Dead Letters (Katatonia)

Drops Ideas;
- Slayer Mode *Basically the Berserker Drop from DOOM 2016, lasts 15 seconds*
-Drone Overwatch *A small drone that follows you until downed, Dead Ops Arcade drop?*
-DOOM SLAYER (The DOOM SLAYER Pops into the map and "Rips and Tears" any and all Zombies/Bosses near the Player who gets the drop for 10 Seconds) *1-in-1000 chance drop*
-Chaingun Drop *Described in the Weapons section above*
-T-800 "Guardian" *Terminator "Guardian" appears on the map as an ally, uses "Judgement Day." Last for five rounds. 1-in-800 chance*
 While we both appreciate the length of your post, let me just quickly sum up our responses.

1. More weapons literally *CANNOT* be added 
2. The maps failing to load and the fixes/ways around them are *HEAVILY* discussed on the main thread
3. CoD Mobile Zombies and it's features are absolutely dogshit
4.  @NikolaiLikesVodka  and partially I will never bother making a mod like this. It is the most unrewarding, unfulfilling, repulsive experience either of us have ever been through. The shitty questions we get on this forum, the fact that many parts of this mod were unfinished due to laziness, lack of time, or the fact that the files to build the .ff were completely lost, and the lack of over all attention/appreciation that this mod got has made us both so suicidal that we could take turns shredding the skin off of our dicks with a cheese grater and sticking what's left into a pizza oven to burn. ( DM me if you want a picture of that )
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Zetto123 on December 20, 2019, 01:50:03 pm
Is there a way to get this working with god mode? I really want to try out all the weapons.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: gimmyneutron on December 28, 2019, 07:07:49 pm

alaurenc9 (https://www.ugx-mods.com/forum/mlist/alaurenc9_651)
again its not why its why not ? 
the speed cola thing is not a bad feature , i might have to agree with u on the doubletap part but the speed cola is a cool feature that keeps hapening to me sometimes when i buy speed cola on bo3 ( but its slower than in this mod ) so its safe to asume 3arc intended for it to be a feature at some point but never went with it and never removed it completly .

NikolaiLikesVodka (https://www.ugx-mods.com/forum/mlist/nikolailikesvodka_210)
i actually never got rid of it ( only changed the file name before i installed the updated version ) 
but i can say the updated version doesnt feel that different .. just some cut content wich is fine , 3arc does that all the time :)





listen im not saying : GO CHANGE IT I DONT LIKE IT !


im just giving some advices coz i LOVE bo1 and waw alot and cant escape it XD





anyway have a nice year you two and everyone else who reads this :D


 
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Lord-san on January 10, 2020, 08:59:57 am
Its been  a while, first game on 2020 on Shi No Numa Again https://youtu.be/H0mqd8p61fc (https://youtu.be/H0mqd8p61fc)
Hard map but very fun, sadly this gameplay could be perfect but panzer get me outside the map and well, i didn't know that you can swin in a small river around the map wtf, haha that map could be a much more in black ops 3, sadly 3yarch never explote the whole fetureds that old maps could have.

Thanks again to Partisan and xSanchez78 rly great work
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Lord-san on January 17, 2020, 04:12:46 pm
Not much time for play but i still playing the mod

New gameplays on solo, Verrückt and Five completed

https://youtu.be/2IEo7W4HITM (https://youtu.be/2IEo7W4HITM)


Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: FW190 A-1 on January 24, 2020, 03:44:51 pm
How do I enable cheats for some lonely fun?
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: smartnewbie on January 24, 2020, 07:55:58 pm
Hey guys I really love this mod,it revived bo1 for me and my friends.I was a bit shocked a how op every gun is,but now that you fixed double tap it all makes sense.
Just hopped here to ask,what does the templar knight power up do? I have got it so many times from challenges,but I see no difference.
Again,thanks a lot for making this!
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Khalilou98 on January 27, 2020, 12:31:08 pm
Can someone help me how to play this mod with friends :)?
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: yoyoyoyoyoyoyo on January 28, 2020, 05:34:09 pm
While we both appreciate the length of your post, let me just quickly sum up our responses.

1. More weapons literally *CANNOT* be added
2. The maps failing to load and the fixes/ways around them are *HEAVILY* discussed on the main thread
3. CoD Mobile Zombies and it's features are absolutely dogshit
4. @NikolaiLikesVodka and partially I will never bother making a mod like this. It is the most unrewarding, unfulfilling, repulsive experience either of us have ever been through. The shitty questions we get on this forum, the fact that many parts of this mod were unfinished due to laziness, lack of time, or the fact that the files to build the .ff were completely lost, and the lack of over all attention/appreciation that this mod got has made us both so suicidal that we could take turns shredding the skin off of our dicks with a cheese grater and sticking what's left into a pizza oven to burn. ( DM me if you want a picture of that )
Lol this post is hilarious. I feel your guys pain. I love the mod. I got a bunch of friends to play it. To anyone playing with 4 people Nacht Der Untoten works really well for loading the game up with 4 people.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Lord-san on February 09, 2020, 07:35:59 pm
New Try beating the game before no zombies strange glitch. 2 games 1 fail 1 flawless g g, i still like so much this mod.

Ascension

https://youtu.be/9Jk5NDNDovo (https://youtu.be/9Jk5NDNDovo)
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: aadibhaskar on February 09, 2020, 09:58:52 pm
I was wondering if you could us either this mod or any other mod with the bgt5 other bgamerqmods and if so how to do that. (i’m still new around here)
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: DeletedUser on February 24, 2020, 01:46:29 am
Hi bro, can I use some scenes of the trailer of this mod? because I am working on a new trailer of this mod and I would like to use some of your scenes, I hope I have expressed myself well (PD: sorry for using this medium to contact you is that I did not find another one, sorry :'( )
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Lord-san on February 26, 2020, 01:12:07 am
Nacht Der Untoten try, 1 fail but second try ok https://youtu.be/IQHkFUi24D4 (https://youtu.be/IQHkFUi24D4)

this map is so awesome, so unique with this mod, the only problem is that you need camp almost all the time if you have luck with the box, if no luck almost is game over.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Thenormalplayer on March 01, 2020, 11:34:46 pm
Man creator, ive never made a commentary complaining in a custom map or actually anything, but the exo boss, or king, IS FUCKING OVERPOWER, and renaissance would be a perfect mod if u balance him or take him away, i love the a super heavy type zombie, but men, this zombie in my opinion is literally unfair because is so hard to kill him that you need specific weapons to kill him like ray gun MK2, this two overpower shotguns, and i dont remember what are ones                                           the other , you need to balance him or take him away of the mod, an balance idea i could give you is thatones you can lower the zombie health problaby even more week than normal zombies if you want and the zombie can keep all the others super powers and even still make that the wonder weapons doesnt have a effect on him. So please i beg of you to take this suggestion i really enjoy this mod, even this mod makes the ray gun great gun and is my favorite zombies mod so please can you nerf the exo boss/the king or take him away please :(
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Lord-san on March 30, 2020, 08:07:35 pm
New Round 50 gameplay for shi no numa solo https://youtu.be/QoI1Y2i9gdc (https://youtu.be/QoI1Y2i9gdc)

Fastest way to kill the panzer with zipline
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Lord-san on April 23, 2020, 03:01:13 am
Easter Egg Moon 4 players completed but unfortunly Host Crash while we were wating to the end game with the 10 rounds survive challenge. At least we did it

https://youtu.be/wl-0ZbDSV7E (https://youtu.be/wl-0ZbDSV7E)


Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: MehdiTalks on May 05, 2020, 08:11:59 pm
Excuse me, is there a way to remove the bosses/advanced-enemies from the mod. I love all the things that are added, but i would much rather have the  enemies stay vanila.
Please help
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: IHATETOURISTS on May 07, 2020, 07:41:12 pm
Me and a friend tried doing the moon easter egg but could not get past the step where Rictophen places the golden rod in the computer. We have both completed the Call of the Dead easter egg (both with and without the mod) and the Shangri-La easter egg (only with the mod). We make sure Rictophen spawns with the golden rod on moon, but he can never place it in the computer once we get to that step (and yes, the pipe/cable was already placed). Just wondering if this is a mod specific glitch, thanks!
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Lord-san on May 13, 2020, 08:33:13 am
Me and a friend tried doing the moon easter egg but could not get past the step where Rictophen places the golden rod in the computer. We have both completed the Call of the Dead easter egg (both with and without the mod) and the Shangri-La easter egg (only with the mod). We make sure Rictophen spawns with the golden rod on moon, but he can never place it in the computer once we get to that step (and yes, the pipe/cable was already placed). Just wondering if this is a mod specific glitch, thanks!
Actually you don´t need to have linked the easters with the mod, you can do it in solo or coop without have other easters like shangri LA or Call Of The Dead, actually i did the moon easter egg with 4 people and all didn´t have the call of the dead and Shangri LA easter eggs.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: lukethackray on May 20, 2020, 04:41:29 am
Hi there

Game_mod seems to be broken (for a few people) where it crashes my laptop when trying to switch between mods. Loading up mods work fine if you have a direct to mod shortcut but otherwise I can't load up the mod using the mod selector screen.

Is there a mod shortcut which bypasses the need for the mod selector screen? Or does anyone know how to fix this issue with game_mod?

Cheers!
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Azaverte85 on May 26, 2020, 09:12:57 pm
Hi, first let me tell you that my buddies and I really appreciate your mod have a lot of fun playing it.

I wanted to let you know that on several occasions, on hell hounds rounds, we had a dog stuck inside a window or even in mid air. That's not a big deal but it seems that they can despawn and not respawn elsewhere, preventing you from finishing the round. It happened to us twice recently on Ascension. We suspect that going too far away from a stuck dog is what causes the despawn.

If you can find the time to investigate that and release a patch or give us a workaround or command, we would be very thankful.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Billbobtom on June 04, 2020, 06:55:58 am
Yo man, so when I start up the mod, it always crashes and says "~~gstatic_berlin_rubble01_s-~0965a19a", I don't know why it does, I've tried everything to fix it, I also dont own dlc, so I don't know if that's the problem or not, thank you if you know the solution man
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: zombieslayer4276 on June 05, 2020, 07:39:56 pm
One of the best mods by far on bo1, really pushes the game to its limits at some points. Really played a lot of this mod. Keep up the good work!
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Sarsath on June 05, 2020, 08:24:04 pm
When I try to play this map, the custom Zombies section in the game doesn't have it. What do I do?
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: zombieslayer4276 on June 06, 2020, 08:40:39 pm
When I try to play this map, the custom Zombies section in the game doesn't have it. What do I do?
You can't play custom maps with this mod
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Hthebear on June 09, 2020, 09:46:52 pm
Man creator, ive never made a commentary complaining in a custom map or actually anything, but the exo boss, or king, IS FUCKING OVERPOWER, and renaissance would be a perfect mod if u balance him or take him away, i love the a super heavy type zombie, but men, this zombie in my opinion is literally unfair because is so hard to kill him that you need specific weapons to kill him like ray gun MK2, this two overpower shotguns, and i dont remember what are ones                                           the other , you need to balance him or take him away of the mod, an balance idea i could give you is thatones you can lower the zombie health problaby even more week than normal zombies if you want and the zombie can keep all the others super powers and even still make that the wonder weapons doesnt have a effect on him. So please i beg of you to take this suggestion i really enjoy this mod, even this mod makes the ray gun great gun and is my favorite zombies mod so please can you nerf the exo boss/the king or take him away please :(
Excuse me, is there a way to remove the bosses/advanced-enemies from the mod. I love all the things that are added, but i would much rather have the  enemies stay vanila.
Please help
Turns out the mod can be altered if you know how. for example, I can change somethings in the game such how strong the exoboss is (Make him vulnerable to all wonderweapons,.. etc). As for the appearance of bosses in general, i can decrease their spawn rate, but im not sure if i can completely remove them. I personally wanted to decrease the hell hounds sapalsh damage and alter the exoboss, which i did, so i can share my version of the mod as a proof of concept if anybody is interested. Later on if i get a list of wanted changes i may work on it if enough people want it. of course, this is all with hope that the creator has no porblems with this.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: AdrX003 on June 10, 2020, 05:39:58 pm
Turns out the mod can be altered if you know how. for example, I can change somethings in the game such how strong the exoboss is (Make him vulnerable to all wonderweapons,.. etc). As for the appearance of bosses in general, i can decrease their spawn rate, but im not sure if i can completely remove them. I personally wanted to decrease the hell hounds sapalsh damage and alter the exoboss, which i did, so i can share my version of the mod as a proof of concept if anybody is interested. Later on if i get a list of wanted changes i may work on it if enough people want it. of course, this is all with hope that the creator has no porblems with this.
pretty much any shotgun is easy to kill him. even the wall ones
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Hthebear on June 10, 2020, 09:26:19 pm
pretty much any shotgun is easy to kill him. even the wall ones
its not that its difficult to him. its just that i dislike having a weapon just to kill him. I liked this mod cuz mostly it let me have much more options and having to dedicate one weapon for one boss is a bit annoying so i opted to make him vulnerable to more weapons.

Double Post Merge: June 10, 2020, 10:20:22 pm
its not that its difficult to him. its just that i dislike having a weapon just to kill him. I liked this mod cuz mostly it let me have much more options and having to dedicate one weapon for one boss is a bit annoying so i opted to make him vulnerable to more weapons.
*not that its difficult to kill him
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: gamerhooves21 on June 13, 2020, 03:48:05 pm
Been toying around with the mod and really enjoying it though it would be nice if there were toggles for some of the features from the later games like the gimmick zombies and bosses also I also wonder why the upgraded thompson doesn't get a magazine upgrade over the 50 rounds it gets from the start also is there anyway to enable console cheat commands in game since even with bound keys the mod is preventing me from using them even in offline solo games
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Hthebear on June 15, 2020, 09:02:44 am
Been toying around with the mod and really enjoying it though it would be nice if there were toggles for some of the features from the later games like the gimmick zombies and bosses also I also wonder why the upgraded thompson doesn't get a magazine upgrade over the 50 rounds it gets from the start also is there anyway to enable console cheat commands in game since even with bound keys the mod is preventing me from using them even in offline solo games
toggles i dont think i can do. increased mag size for thomspon i think is possible. As for the cheats, im not sure as i havent really given them much thought/care.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: whiteknight96 on June 26, 2020, 06:19:25 am
Hey there was just wondering if there was a way you could show me how you edit mods I have the bo1 mod tools beta but it's not very straight forward
toggles i dont think i can do. increased mag size for thomspon i think is possible. As for the cheats, im not sure as i havent really given them much thought/care.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Hthebear on June 28, 2020, 08:05:10 pm
Hey there was just wondering if there was a way you could show me how you edit mods I have the bo1 mod tools beta but it's not very straight forward  
Its actually quite simple. You see mods mainly use 2 types of files ff files or iwd files. ff files are a special type of file that encrypts some of its data however scripts in it can be extracted (usiing ff extractors) succesfully but cannot be reinserted. Other data in ff files cannot be extracted (atleast not to my knowledge; I am quite new at this).  the scripts are the "intructions" so to speak of the mod. This means u can change how the mod behaves. Iwd files are a bit different from ff files but are very similar in function. They are normal zip files meaning u can open them in 7-zip and see ALL the data inside. Inside u can find scripts, audio files, textures, etc. Other than providing data other than scripts they are important because of the fact they take priority over ff files. You see when the game runs a mod it first loads the files in the ff file then load the iwd files OVERWRITING any new data with the same name. So if the ff and iwd files have some scripts with the same name the end result is that the script from the iwd file is going to be used. Knowing this means that if u edit a script that u found only in the ff file u can put the new one in the iwd file succesfully (rememeber ff files cannont be modified, but iwds are normal zips and can therfore be  editted as much as you want). Additionally if u edit a script found in the iwd file (or made anew one) u can just add it/overwrite the old one  in the iwd file. I know this was kind of long, but i tried to make as simple as i possible. In case u have any questions feel free to ask, but please note i am not great at creating scripts but i can (kind of) understand them and therefore edit them so please do not expect me to help you too much in that regard.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: zombieslayer4276 on August 04, 2020, 09:56:32 pm
The only complaint about this mod I have about it is that after your late into a game mainly using explosives the game will start to break around the 50's, maybe even 40's if your playing with others. The game will begin to lag horribly then eventually freeze.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Iruru7230 on August 16, 2020, 10:13:59 pm
Is this mod friendly with other gun mods and gun modifier mods
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: nachoseba on September 22, 2020, 02:53:04 am
hey good mod but you could improve yourself and do the same mod but for the call of duty world at war if you can obviously
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: PHDFLOPPERGUY56 on September 25, 2020, 08:59:25 am
How do you obtain more perk slots?
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: PHDFLOPPERGUY56 on September 28, 2020, 03:52:32 am
And it won't let me grab the pes on moon
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: AttarGangster2 on October 15, 2020, 03:45:25 am
hey how to cheats in bo1 renaissance guys i cant cheat with /sv_cheats 1 in console any help?
Title: Re: Renaissance Mod
Post by: doomwolf20 on October 27, 2020, 11:14:54 pm
 can someone help please i download it but when i click mods and run the ressiance whatever itrs called the screen turns black for like 10 seconds and it just restarts the cod i go on solo and click custom zombie maps and says theres no custom maps even though it shows on the mods list the ressiance mod and im clicking it but it just keeps realoading the cod but with no maps??
 
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: jiggy22 on November 05, 2020, 05:46:32 pm
hey how to cheats in bo1 renaissance guys i cant cheat with /sv_cheats 1 in console any help?
You cannot use console commands/cheats in this mod.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Lord-san on November 10, 2020, 07:15:37 pm
How do you obtain more perk slots?
Depends of your luck, when you completed some board challenges you can earn 1 or 2 perk slots. Maps where you can do easter eggs like call of the dead or moon, doing the easter egg give you all perks as reward.

can someone help please i download it but when i click mods and run the ressiance whatever itrs called the screen turns black for like 10 seconds and it just restarts the cod i go on solo and click custom zombie maps and says theres no custom maps even though it shows on the mods list the ressiance mod and im clicking it but it just keeps realoading the cod but with no maps??

Is bcz when you load the mod it work only with original maps so there nothing on custom maps list.
 
 
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: iisakki on November 21, 2020, 06:18:35 pm
hollyy shiit this is so amazing :OOO NICE GOOD WORK!!
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: zyzark on December 11, 2020, 04:55:12 pm
I was wondering if u can bypass the sv_cheats read only? if theres any method out there to enable cheats?
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: KARD on December 31, 2020, 01:03:19 am
Why can't you enable console commands?  It's not like you can just go online and use it with the mod.  I've tried everything to make them work but they still don't.  I feel like you're doing this on purpose so the people who are masters at zombies only play your mod since I've never seen so much security in a Black Ops mod.  You don't even talk about it on your modpage.  Like seriously, there's more security in this mod then any mod ever created and Black Ops is a 10 year old game that's dead (on PC).  It's literally an anti-cheat for offline solo and co-op LOL.  There are even comments saying that the console commands do not work but you do absolutely nothing about it.  Well I had fun after round 38 on Kino then switched to Sidzzz's mod.  Maybe when you enable console commands , I'll download it back.  It's a great mod though not going to lie.

Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Lord-san on January 02, 2021, 12:58:42 pm
i dk why people want to cheat, the mod is pretty ez on some maps, just pap some shotguns and get phd. Next time i will try to reach the round 100 on kino with the mod.

Hidden Text

Hidden Text


Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: CoolTail on January 03, 2021, 12:39:32 pm
Do you need the DLC to play this?
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Lord-san on January 08, 2021, 12:10:10 pm
Do you need the DLC to play this?
You can play the standard maps but for the dlcs maps yes, you will need to have the maps.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 ) Installation
Post by: INSIDE on January 08, 2021, 05:33:22 pm
I was trying to help a friend out in getting Renaissance, but we seem to be having trouble with the installation. We go about it like this (This is after he's run bo1 and the multiplayer at least once): He downloads Game_Mod.zip and Renaissance, he goes to the local files of Bo1, replaces all the files for Game_mod in the game folder, and makes a mods folder where he places Renaissance in, but it seems like mod does not load up correctly.  Is there any troubleshooting anyone could recommend for this? Great work on this mod btw, it's really reignited my interest in Bo1 zombies!
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: AdrX003 on January 09, 2021, 01:12:51 am
hey love the mod good shit i cant get all the perks in kino with ur mod why? is 6 the cap..?? also saw someone using the same mod but they had 8-9 perks

lmk if im doing something wrong ty
theres 2 ways to get more perks, or you play until you get Perk drops (they are in all maps, higher the rounds, higher the chance) or the other thing, learn how to edit GSC, open the game, edit, save and play with altered rewards.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 ) Installation
Post by: INSIDE on January 09, 2021, 07:07:18 pm
I was trying to help a friend out in getting Renaissance, but we seem to be having trouble with the installation. We go about it like this (This is after he's run bo1 and the multiplayer at least once): He downloads Game_Mod.zip and Renaissance, he goes to the local files of Bo1, replaces all the files for Game_mod in the game folder, and makes a mods folder where he places Renaissance in, but it seems like mod does not load up correctly.  Is there any troubleshooting anyone could recommend for this? Great work on this mod btw, it's really reignited my interest in Bo1 zombies!
Update: I figured out the problem and it was really just trial and error. I had just realized i forgot to tell him to download the Microsoft Redistributable files, but it's all good now!
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: L06es_exp. on January 16, 2021, 11:54:35 am
When i try to open Kino, the cinematic intro comes out. But after that, a pop up comes mentioning that '254 weapons limit reached'.
Can someone help me to remove this weapon limit? Really wanna try out this mod XD.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: LewdMegumin on February 13, 2021, 03:51:25 am
CANT WAIT TO TRY THIS OUT!!!!!!!!!!!!!!!!!!!

IT LOOKS AND I AM PRETTY SURE IS EPIC!!!!!

Kevin Penkin soundtracks on and this is where i experience something new!!!!
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: janne123 on February 15, 2021, 10:32:03 am
kino der toten dosent work
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: LIGHTNING on February 15, 2021, 11:48:42 pm
kino der toten dosent work
u need to type in /map_restart in the console for it to work
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: edjo on February 26, 2021, 08:18:15 pm
Hey Im having a strange problem that isnt listed. When I try to open the zombies menu it just shows the 'connecting..' message and loads up forever s I can play solo no problem with console commands but impossible to play it otherwise. Did anybody solve this ? thnx
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Scardigner on February 28, 2021, 01:52:50 am
u need to type in /map_restart in the console for it to work
how do you do this in COOP? me and a friend are getting frozen out on 90% of maps. We tryed to map_restart in coop but it only restarts the non host player.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: LIGHTNING on March 02, 2021, 01:44:20 am
Hey Im having a strange problem that isnt listed. When I try to open the zombies menu it just shows the 'connecting..' message and loads up forever s I can play solo no problem with console commands but impossible to play it otherwise. Did anybody solve this ? thnx
restart ur game
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: edjo on March 14, 2021, 05:07:05 pm
restart ur game
Nope doesnt work
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: wizzlydog on March 23, 2021, 03:05:38 pm
its dont working anymore i want to start five but it comes everytime a error.whats the problem?

Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Biscuitchip on April 01, 2021, 10:04:07 pm
Is this mod compatible with other custom maps?
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: XBLJinx on May 11, 2021, 09:12:12 pm
UGX-Mods (https://www.ugx-mods.com) so ik its final update. but was doing moon easter egg. sometimes the teleporter just doesnt work to go back to pack a punch. spent 2 hours playing the rounds just to not be able to teleport back.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Twoheadedgator on June 12, 2021, 08:02:21 am
Hello, I experienced a bug when playing Ascension with one friend who was hosting.
On round 29 we killed everything but the round wouldn't end, we searched high and low, rebuilt every barrier and couldn't find anything.
Eventually I discovered that every 15 minutes, there would be a hellhound that ran through this specific part of the map but midair and would have no problem running through walls. It would eventually run out of the map into the emptiness and would eventually (15 minutes later) come running from where it started. So it was making laps. It seemed to be invulnerable as well since neither my Ray Gun nor my Thundergun were effective in dispatching it, not to any degree at all.

It completely stopped us from continuing to play and eventually I inexplicably died and experienced a Game Over. I had Who's Who but it didn't activate so I basically just died for no reason. At this point my teammate had bled out already so maybe I instantly died because the game wants to prevent players from griefing others by prolonging the game or maybe I died because I hadn't killed anything in the round for too long. I have no idea.

tldr: hellhound had noclip on so i couldnt kill it, randomly game over'd after maybe an hour
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: KeeveeKoomoo on June 21, 2021, 09:48:04 am
Whenever I load a map I get an error message saying the script: "maps\_zombiemode_weapons_" could not be found.
How do I fix this?
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: LIGHTNING on June 21, 2021, 09:54:14 pm
Whenever I load a map I get an error message saying the script: "maps\_zombiemode_weapons_" could not be found.
How do I fix this?
the mod only works for the original normal default maps and it doesnt work for custom maps if ure trying to do that and also try to verify ur cod bo1 game files on steam, maybe that will fix the problem
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Reprication on June 23, 2021, 06:58:03 pm
is there anyway to turn off special zombies spawning? Like if I wanted to play casually or something
also thanks for making this mod it slaps
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: spiderboi on July 03, 2021, 10:58:32 pm
after loading the renaissance mod and then selecting "Zombies" , it says the servers are down.

someone tell how to fix this because i really wanna try  this mod out
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: OldManJenkins2 on July 04, 2021, 06:42:39 am
Hi, so is there a reason why the monkeys on ascension don't spawn? I didn't see it on the patch notes that they were removed or it's a bug, so I would like to know. I saw gameplay of an older build that had monkeys but now they don't spawn now. :(
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: LIGHTNING on July 04, 2021, 07:48:01 pm
 
after loading the renaissance mod and then selecting "Zombies" , it says the servers are down.

someone tell how to fix this because i really wanna try  this mod out
try to restart ur game again and make sure that u have the game on steam for it to work
 
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Banana Man on July 11, 2021, 02:28:45 am
Hi when I try to play cotd and world at war maps on solo and coop it doesnt work. Will there also be any future patches?
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: AdrX003 on December 15, 2021, 08:15:05 am
Hi when I try to play cotd and world at war maps on solo and coop it doesnt work. Will there also be any future patches?
on the first half, well, you just need to restart alot, some PCs need like 50 tries to work like mine on Shangri-La
 
on the second question, Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm...
 
 
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Clippy95 on December 15, 2021, 02:33:04 pm
Hi when I try to play cotd and world at war maps on solo and coop it doesnt work. Will there also be any future patches?
No future patches, devs lost source files for this
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Lord-san on January 02, 2022, 02:53:54 pm
No future patches, devs lost source files for this
Well i dont want to spoil anyone here but patches may come soon by the hand of our devs buddies
 
Beta patch


The video still processing from yt.
 
Now Ascesion can be played properly on high rounds without bugs or random crashes also be finished but still need to be tested more.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: pootisman1 on January 30, 2022, 02:47:30 am
For some reason call of the dead, der riese, moon and mostly every purchasable maps dont work. They just kinda crash the game
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Lord-san on February 03, 2022, 02:50:26 pm
For some reason call of the dead, der riese, moon and mostly every purchasable maps dont work. They just kinda crash the game
This current version worked for me even online, just had some issues when theres many fx animations. The loadup could be slow in some maps online. In solo may fixed opening the console and writing /map_restart 1.
 
Anyway soon will have a new update that fix some issues like that.
 
New beta test videos
 
Spoiler: click to show...

Spoiler: click to show...

Spoiler: click to show...

Spoiler: click to show...

Spoiler: click to show...

All videos have the new beta update, just wait a bit more, devs need to check a few things more but now many maps can handle high rounds without issues
 
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Lord-san on April 09, 2022, 12:31:22 am
You will have to wait a bit atleast until may 2022. Plutonium will support black ops 1 and there's a high chance that pluto ver will support mods and modders servers in online. They release the alpha ver and i saw pp running a few mods in single player so i think they will support in online as well.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Antonio115935 on June 15, 2022, 04:46:41 am
This a is quote from Linker Mod discord I am copying onto here. So context might be weird. Although, should get the jest of what I asking for.
 
"Hey so. I have been getting a lot of crashes with this Renaissance Mod. Now this mod  does have some history of some "tech issues." Especially in multiplayer, but solo play is pretty smooth. But lately I keep getting crashes, despite trying to configure exe file or bo's folders. It usually happens was the box has been used a good few times. Although other times is just straights up crashes via gameplay. I believe there is virtual memory issues with the mod. If not setup right. Or at least I have been crashing via not having enough virtual memory. Could anyone help me out possibly with the crashing issues." - Antonio115935
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: diogoozzy on July 18, 2022, 03:34:28 pm
this mod is amazing, i think it would be cool if the mod have a character selection or randomization because im tired of always playing as Dempsey and Nikolai in coop, and a balance in Scrake would be good too because he is op as hell, and i dont even know if this is possible but idk maybe change a little the power up system because after round 25 you will rarely almost never see a power up, and please fix moon coop its has a bug that when me P2 with Richtofen cant put the golden rod but my friend P1 Dempsey when he spawns with the golden rod he can put it but i get disconnected if he do it (we are playing LAN)
 
 
also is there a reason why the console commands are disabled ?
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: kellerman on July 20, 2022, 08:46:09 pm
This is a cool mod  
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Vakeros on July 27, 2022, 10:38:00 pm
This mod is really insane and really fun unfortunatly i never succed to play with a friend in coop, in solo i always get black screen after loading the map, reloading the map few times work but isn't working in coop so if someone have tips it will be really appreciate.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: valentinoxd12 on September 24, 2022, 03:57:11 pm
hello incredible mod (but difficult) anyway a question do you know how to change the sound of when you pass the round or start a round
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Louie8213 on November 19, 2022, 10:33:35 pm
This mod is really insane and really fun unfortunatly i never succed to play with a friend in coop, in solo i always get black screen after loading the map, reloading the map few times work but isn't working in coop so if someone have tips it will be really appreciate.
I got it to work. If you need help, let me know because I got it working with my buddies 4 player.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: itsmethatguy on November 28, 2022, 09:26:39 pm
I got it to work. If you need help, let me know because I got it working with my buddies 4 player.
How did you get it to work? Me and my friend play this but it never works first try, only after a lot of attempts the mod actually loads in and we can play.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Louie8213 on December 07, 2022, 01:53:10 am
How did you get it to work? Me and my friend play this but it never works first try, only after a lot of attempts the mod actually loads in and we can play.
Yea, as the mod stated, most of the maps need a lot of reload for it to work. So you have to keep trying. It eventually works though.  
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Selentia on January 07, 2023, 01:14:22 pm
 
Yea, as the mod stated, most of the maps need a lot of reload for it to work. So you have to keep trying. It eventually works though.  
 
What did you do specifically to make it work? I had been trying to load it with my friend, we both have the same game_mod version and are both using the Steam Bo1, unfortunately after several tries hadn't been able to make it work as the loading bar just loads in but turns grey and nothing happens... Does the host have to map_restart or does he/she need to restart the whole game altogether? Or is there a quick way to reload the map. Would appreciate if you could help :)
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Louie8213 on January 31, 2023, 05:15:49 pm
What did you do specifically to make it work? I had been trying to load it with my friend, we both have the same game_mod version and are both using the Steam Bo1, unfortunately after several tries hadn't been able to make it work as the loading bar just loads in but turns grey and nothing happens... Does the host have to map_restart or does he/she need to restart the whole game altogether? Or is there a quick way to reload the map. Would appreciate if you could help (https://www.ugx-mods.com/forum/Smileys/ugx/smiley.gif)
Both people (host and guest) have to quit black ops completely and they keep trying (repitition of quitting the game and re-launching game) until it loads in. Also, I don't use the steam version of the game so that could play a role in how things work.  
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Louie8213 on February 02, 2023, 04:18:52 am
Both people (host and guest) have to quit black ops completely and they keep trying (repitition of quitting the game and re-launching game) until it loads in. Also, I don't use the steam version of the game so that could play a role in how things work.
Also. I found this from another thread that explains it better.
 
For Host (or Solo) and Client both do these steps...
 
1- Get a full Black Ops game with all dlc .
 
2- Download T5Launcher and copy the files into the game directory.
 
3- Download "Game_mod" from ugx-mods site then extract the files into the game folder
 
4- Download your desired zombie mod and place it into the game directory inside mods folder
 
5- Edit "BO_Mods.bat" file and replace "BlackOps.exe" with "BGamerT5.exe" then save
 
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
For Solo Play follow the steps below: _
 
1- Open T5Launcher and type your nickname and type this ip 127.0.0.1 ( or your Ip address in the bottom left corner).
2- Click on Start hostmode.
3- Open "BO_Mods.bat" file.
4- Go to MODS in-game and load your mod and go play SOLO.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
For LAN play follow the steps below: _
 
If you are the Host follow the steps below: _
 
 
1-  Start T5Launcher and type your IP address and your nickname
 
2- Click on Start hostmode then open "BO_Mods.bat" file and go to MODS and load your mod then host a private match
 
3- Send an invite through "Friends" Section bottom right the screen then go to "RECENT" and send an invite to your buddy/buddies......
 
 
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
If you are the Client follow the steps below:_
 
1- Edit "BO_Mods.bat" file and after "BGamerT5.exe" press space and type this without the commas "--ip <Host IP>
(Example: --ip 25.21.52.50)
see the screenshot below
It height=186
 
[Make sure you type the Host IP not yours]
 
2- Save the file and open it to start the game.
 
3- Load the same mod the Host loaded and wait for an invite from the Host.
 
4- When you see an invite bottom the screen go to "Friends" section bottom right the screen and click on "INVITES" and click on " ACCEPT"
 
5- ENJOY!
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: tylerandmoroll on February 10, 2023, 12:37:30 am
Love the mod, brings so many things to the table for BO1. However, and unfortunate since this will no longer be updated. The only thing that ruins it for me is the teleporting, fire boss zombie. The fact that he takes significantly less damage with wonder weapons, can teleport right in front of you stopping you in your tracks. Feels way too OP when you have everything else going on.
 
Otherwise, love everything else!
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Azukegi on February 13, 2023, 08:50:27 am
steam name Azukegi if anyone wants to game
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Bellum42 on February 24, 2023, 04:20:11 am
How do I play with friends? It never loads moon in coop.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: AdrX003 on March 19, 2023, 01:58:08 am
Hi when I try to play cotd and world at war maps on solo and coop it doesnt work. Will there also be any future patches?
go for the steam or bgamer clients. pluto doesnt work.


Double Post Merge: March 19, 2023, 01:59:15 am
How do I play with friends? It never loads moon in coop.
im always playing with friends on bgamer+radmin vpn on the sv in the bio
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: James Gallo on March 31, 2023, 06:31:34 pm
I don't know if this is the right thread anyway there is someone who want to play some renaissance mod with me? i have no friends so i looking for somebody to play with....
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: LIGHTNING on May 04, 2023, 06:25:28 am
How do I play with friends? It never loads moon in coop.
If some maps don't load on co-op, that means it doesn't work or it's broken
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Dakkon on May 15, 2023, 03:58:14 pm
I'm having trouble getting Call of the Dead to run in solo (along with Der Reise and Natch Der Untoten), I'll either skip past the intro or watch it completely and the screen will be black expect for the cursor which will be stuck. Tried multiple times in one session but the map doesn't want to load. Haven't had the same problem with any of the other maps.
Anybody have a solution?
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Max Ride Wizard on May 26, 2023, 04:24:52 am
After playing this mod for about 20 hours, mostly on der riese, would like to write a feedback, starting with bugs:
 
- A lot of sounds are missing on Der Riese, mostly Samantha speech, especially the one related to easter eggs. When throwing monkeybomb in to oven and "let's play hide and seek!" along all the lines related when you find the hidden toys.
- Teddy bear in dog container spawns before EE is activated, and cannot be destroyed during EE, although it's already was mentioned in changelog.
- The 30,000 points spent, 10 amount of weapons shared and probably some other challenges don't update their number with progression unlike the rest of challenges on the challenge board.
 
Now regarding the balance itself:
- The bonuses are a bit too scarce, I feel like in vanila they drop far more often especially on early rounds, at least in waw for sure. Here, despite how many of the new bonuses been added, they are a bit too damn rare.
- The flamethrower is underpowered, even in regards to vanila from waw (which wasn't very good either) - the pap version should have at the very least the decreased cooldown time, just like the original pap version of flamethrower from waw.
Now that we have Bandolier Bandit perk, any bullet spaming weapon is a straight upgrade to flamethrower, since flamethrower now just lost it's vital point in obtaining as it was ammo-free weapon to use which was useful on very late rounds where there is not enough ammo to survive high rounds, which means flamethrower would need other compensates like higher damage for that.
- The bottle bonus perk is a downside. Whenever I accidently pick a bottle bonus perk, I end up getting some worthless garbage perk and wasting an useful perk slot that I would use for something that would save my life like speed cola, jug or revive\who's who. Considering how rare it is, and the fact that it's the only source to get some very useful perks like Bandolier Bandit, it's not a good to force the player to avoid getting this bonus item as it often leads to game over to player. The bottle\perk bonus item should come with extra perk slot increase as an absolute necessity.
- Having to do 4 challenges, getting 50k AND survive 10 rounds ahead is a bit too much, especially if each of the player must buy challenges and beat individually just to be able to purchase the 50k start of the ending waves. I end up activating the 50k thing on wave 41, so the "You Win!" good ending would be only possible on wave 51, and each wave took like 30 minutes to beat, so at wave 46 we got tired so much an random teleporter zombie got us, we spent like 7 hours to beat a single map and fail at the end, we didn't had time to beat it anyway as some of us had to go to work soon.
I don't know how I feel about it, imho instead of completing extra 10 waves as something mandatory - it should just let us win next wave if enough players "vote" for it. And by vote - the players could just click on the challenge board and if all the players click on it, we are granted the Victory if we complete the current wave.
EDIT: Now that I think about it... Completing the map's main easter egg (or full easter eggs, including all radios, map's music, and all clickable items such as illuminati letters, etc) should allow the players to be able to skip the challenge and\or the 50k purchase\10 waves all together. This would encourage to play the maps for the storyline rather than just getting lots of point and very high wave and thus waste too much of valuable time for that. Perhaps you would still need to do 4 challenges, but after that the players should just be able to vote for the Victory. So either completing main\all easter eggs of map, or save 50k of points.
 
 
I haven't tested throughout all the other maps yet to give proper feedbacks, but I spend way too much time on der riese to know that these are the issues for sure.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: klevi on May 29, 2023, 09:05:45 pm
After playing this mod for about 20 hours, mostly on der riese, would like to write a feedback, starting with bugs:
 
- A lot of sounds are missing on Der Riese, mostly Samantha speech, especially the one related to easter eggs. When throwing monkeybomb in to oven and "let's play hide and seek!" along all the lines related when you find the hidden toys.
- Teddy bear in dog container spawns before EE is activated, and cannot be destroyed during EE, although it's already was mentioned in changelog.
- The 30,000 points spent, 10 amount of weapons shared and probably some other challenges don't update their number with progression unlike the rest of challenges on the challenge board.
 
Now regarding the balance itself:
- The bonuses are a bit too scarce, I feel like in vanila they drop far more often especially on early rounds, at least in waw for sure. Here, despite how many of the new bonuses been added, they are a bit too damn rare.
- The flamethrower is underpowered, even in regards to vanila from waw (which wasn't very good either) - the pap version should have at the very least the decreased cooldown time, just like the original pap version of flamethrower from waw.
Now that we have Bandolier Bandit perk, any bullet spaming weapon is a straight upgrade to flamethrower, since flamethrower now just lost it's vital point in obtaining as it was ammo-free weapon to use which was useful on very late rounds where there is not enough ammo to survive high rounds, which means flamethrower would need other compensates like higher damage for that.
- The bottle bonus perk is a downside. Whenever I accidently pick a bottle bonus perk, I end up getting some worthless garbage perk and wasting an useful perk slot that I would use for something that would save my life like speed cola, jug or revive\who's who. Considering how rare it is, and the fact that it's the only source to get some very useful perks like Bandolier Bandit, it's not a good to force the player to avoid getting this bonus item as it often leads to game over to player. The bottle\perk bonus item should come with extra perk slot increase as an absolute necessity.
- Having to do 4 challenges, getting 50k AND survive 10 rounds ahead is a bit too much, especially if each of the player must buy challenges and beat individually just to be able to purchase the 50k start of the ending waves. I end up activating the 50k thing on wave 41, so the "You Win!" good ending would be only possible on wave 51, and each wave took like 30 minutes to beat, so at wave 46 we got tired so much an random teleporter zombie got us, we spent like 7 hours to beat a single map and fail at the end, we didn't had time to beat it anyway as some of us had to go to work soon.
I don't know how I feel about it, imho instead of completing extra 10 waves as something mandatory - it should just let us win next wave if enough players "vote" for it. And by vote - the players could just click on the challenge board and if all the players click on it, we are granted the Victory if we complete the current wave.
EDIT: Now that I think about it... Completing the map's main easter egg (or full easter eggs, including all radios, map's music, and all clickable items such as illuminati letters, etc) should allow the players to be able to skip the challenge and\or the 50k purchase\10 waves all together. This would encourage to play the maps for the storyline rather than just getting lots of point and very high wave and thus waste too much of valuable time for that. Perhaps you would still need to do 4 challenges, but after that the players should just be able to vote for the Victory. So either completing main\all easter eggs of map, or save 50k of points.
 
 
I haven't tested throughout all the other maps yet to give proper feedbacks, but I spend way too much time on der riese to know that these are the issues for sure.
We don't care about your opinion. Thanks!
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: AdrX003 on June 05, 2023, 08:53:37 am
I don't know if this is the right thread anyway there is someone who want to play some renaissance mod with me? i have no friends so i looking for somebody to play with....
AdrX00#2242 i kinda have a community dedicated for this mod and other stuff like post BO3 maps


Double Post Merge: June 05, 2023, 08:58:36 am
After playing this mod for about 20 hours, mostly on der riese, would like to write a feedback, starting with bugs:
 
- A lot of sounds are missing on Der Riese, mostly Samantha speech, especially the one related to easter eggs. When throwing monkeybomb in to oven and "let's play hide and seek!" along all the lines related when you find the hidden toys.
- Teddy bear in dog container spawns before EE is activated, and cannot be destroyed during EE, although it's already was mentioned in changelog.
- The 30,000 points spent, 10 amount of weapons shared and probably some other challenges don't update their number with progression unlike the rest of challenges on the challenge board.
 
Now regarding the balance itself:
- The bonuses are a bit too scarce, I feel like in vanila they drop far more often especially on early rounds, at least in waw for sure. Here, despite how many of the new bonuses been added, they are a bit too damn rare.
- The flamethrower is underpowered, even in regards to vanila from waw (which wasn't very good either) - the pap version should have at the very least the decreased cooldown time, just like the original pap version of flamethrower from waw.
Now that we have Bandolier Bandit perk, any bullet spaming weapon is a straight upgrade to flamethrower, since flamethrower now just lost it's vital point in obtaining as it was ammo-free weapon to use which was useful on very late rounds where there is not enough ammo to survive high rounds, which means flamethrower would need other compensates like higher damage for that.
- The bottle bonus perk is a downside. Whenever I accidently pick a bottle bonus perk, I end up getting some worthless garbage perk and wasting an useful perk slot that I would use for something that would save my life like speed cola, jug or revive\who's who. Considering how rare it is, and the fact that it's the only source to get some very useful perks like Bandolier Bandit, it's not a good to force the player to avoid getting this bonus item as it often leads to game over to player. The bottle\perk bonus item should come with extra perk slot increase as an absolute necessity.
- Having to do 4 challenges, getting 50k AND survive 10 rounds ahead is a bit too much, especially if each of the player must buy challenges and beat individually just to be able to purchase the 50k start of the ending waves. I end up activating the 50k thing on wave 41, so the "You Win!" good ending would be only possible on wave 51, and each wave took like 30 minutes to beat, so at wave 46 we got tired so much an random teleporter zombie got us, we spent like 7 hours to beat a single map and fail at the end, we didn't had time to beat it anyway as some of us had to go to work soon.
I don't know how I feel about it, imho instead of completing extra 10 waves as something mandatory - it should just let us win next wave if enough players "vote" for it. And by vote - the players could just click on the challenge board and if all the players click on it, we are granted the Victory if we complete the current wave.
EDIT: Now that I think about it... Completing the map's main easter egg (or full easter eggs, including all radios, map's music, and all clickable items such as illuminati letters, etc) should allow the players to be able to skip the challenge and\or the 50k purchase\10 waves all together. This would encourage to play the maps for the storyline rather than just getting lots of point and very high wave and thus waste too much of valuable time for that. Perhaps you would still need to do 4 challenges, but after that the players should just be able to vote for the Victory. So either completing main\all easter eggs of map, or save 50k of points.
 
 
I haven't tested throughout all the other maps yet to give proper feedbacks, but I spend way too much time on der riese to know that these are the issues for sure.
Partisan & the team know every possible bug, Im from the beta test team and spent more than 6 years reviewing it, but he is in a time were he needs to dedicate to his personal life so we'll just let it go for a little while longer. But no worries, someday it might be patched.


Double Post Merge: June 05, 2023, 09:06:29 am
I'm having trouble getting Call of the Dead to run in solo (along with Der Reise and Natch Der Untoten), I'll either skip past the intro or watch it completely and the screen will be black expect for the cursor which will be stuck. Tried multiple times in one session but the map doesn't want to load. Haven't had the same problem with any of the other maps.
Anybody have a solution?
I have installed and help other people to install this mod in maybe more than 100 computers in all these years, and if theres something that had consistantly been going on since the beginning is that if you did every installation as it says in the readme, and even after a number of tries like ~25-50 the game still cant run, thats would be something else very specific on the computer specs we will not be able to detect, primarily if the machine is really old and can barely run BO1 good. As stated in the tutorial/readme the mod is really pushing everry limit the engine can handle so its not possible to make it run on every computer. Believe me, i still try.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: bondson_47 on June 09, 2023, 01:08:12 pm
AdrX00#2242 i kinda have a community dedicated for this mod and other stuff like post BO3 maps
 

Double Post Merge: June 05, 2023, 08:58:36 am

Partisan & the team know every possible bug, Im from the beta test team and spent more than 6 years reviewing it, but he is in a time were he needs to dedicate to his personal life so we'll just let it go for a little while longer. But no worries, someday it might be patched.
 

Double Post Merge: June 05, 2023, 09:06:29 am

I have installed and help other people to install this mod in maybe more than 100 computers in all these years, and if theres something that had consistantly been going on since the beginning is that if you did every installation as it says in the readme, and even after a number of tries like ~25-50 the game still cant run, thats would be something else very specific on the computer specs we will not be able to detect, primarily if the machine is really old and can barely run BO1 good. As stated in the tutorial/readme the mod is really pushing everry limit the engine can handle so its not possible to make it run on every computer. Believe me, i still try.
I wonder if they will add new perks: like Tombstone soda (so we can have all the perks here in BO1-BO3). Or maybe new weapons?
 
In addition, I tested and observed that the reason why this mod always fails to load the map, is because too many zombie models and fx are loaded. Some types of zombies dont show up in certain maps so no need to load up these additional models.
 
In particular, the vulture effect marks the locations of the perks and wall buy on the map, a feature I don't think is necessary as it would confuse the player and take up game resources. (Not convenient even when i was playing the original BO2 buried, all we need is just the stink effect and picking up ammo/points.) Perhaps the team could consider removing this location-marking feature for vultures.
 
Anyway It's the best BO1 mod i've ever tried. GJ.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Mokibo on July 08, 2023, 09:40:59 pm
Hi, love the mod. Although I'm not sure if it's intentional but when I kill George Romero in COTD, he just flat out doesn't return. I think he's supposed to come back a couple rounds after being killed.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: koyle112 on October 01, 2023, 06:30:06 pm
Issue Resolved. This mod really is just very finicky.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Lord-san on October 04, 2023, 07:10:17 am
Hi, love the mod. Although I'm not sure if it's intentional but when I kill George Romero in COTD, he just flat out doesn't return. I think he's supposed to come back a couple rounds after being killed.
Yeah, most of time when a lightning bolt strike him he wont spawn again in the whole game.
 

No matter what I do some maps like Nacht, Verruckt, and Der Reise refuse to load. It's just the black screen no matter how many times I restart. Is there any solution to this is or am I just fucked? Yes i'm very aware of the Bugs section of the post, its just others are able to play the map so like why am I the only one it doesn't work for? And before you ask yes I have a powerful enough PC, RTX 2070 with 16gb of RAM and an Intel i7-10th gen so i'm more than capable of running this.
​If you have properly installed rezurrection dlc steam version it should work fine. If is your case try to reinstall the game.  
Title: Discord server?
Post by: Savoy.Hp on October 10, 2023, 03:26:30 am
Is there a discord server for this mod? I've been wanting to play with people but can't find anyone
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: koyle112 on October 17, 2023, 10:59:54 pm
We don't care about your opinion. Thanks!
Fucking clown shut up, we don't care about you either
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: koyle112 on October 19, 2023, 07:29:09 pm
If you're having issues loading into Nacht, Verruckt, and Der Riese load into Shi No Numa first, that'll allow the other maps to load. If you want to play Call of the Dead or Kino, load into Five first. Unless I do that the other maps are unplayable and will not load.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: koyle112 on October 24, 2023, 07:41:29 pm
So how do you play with cheats? And before anyone goes hurr durr just play without them, I have hundreds of times. It's just nice to be able to explore the maps and use whatever weapon I want especially when it's a big mod like this. Also doing devmap (mapname) doesn't work either
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: bondson_47 on October 25, 2023, 04:50:21 am
So how do you play with cheats? And before anyone goes hurr durr just play without them, I have hundreds of times. It's just nice to be able to explore the maps and use whatever weapon I want especially when it's a big mod like this. Also doing devmap (mapname) doesn't work either
Cannot simply use devmap command unless knowing how to edit the file to bypass the restriction.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: koyle112 on October 25, 2023, 11:02:44 pm
Man that's really retarded, I don't get why map makers have such a hard on for restricting cheat use
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Flower Love on October 27, 2023, 04:13:41 pm
hey, i dont know if its just me doing something wrong.. or does this mod just not work anymore?
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: koyle112 on October 28, 2023, 07:48:03 pm
The teleporting flaming exo zombie on Five are so fucking stupid. Who thought it was a good to add a zombie that's invincible until it's kissing distance away that takes 2 full fucking Raygun/Winter's Fury mags to kill. Dumbest thing about this mod, yeah I get this is supposed to be a harder experience than vanilla but holy shit this is fucking ridiculous
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: koyle112 on November 14, 2023, 05:39:04 pm
 .
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: koyle112 on December 05, 2023, 12:18:47 am
What fucking retard thought it was a good idea to add firebreathing dogs that down you in under a second????? I want to speak with him with the end of my fucking shotgun
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Louie8213 on December 06, 2023, 10:35:07 pm
What fucking retard thought it was a good idea to add firebreathing dogs that down you in two hits????? I want to speak with him with the end of my fucking shotgun
Here man. I use this cheat to make things easier while playing the game.  https://fearlessrevolution.com/viewtopic.php?t=14601 (https://fearlessrevolution.com/viewtopic.php?t=14601). You won't get devmap or no clip but it should allow you to get a head start in setting up and making things just a tad bit easier.  Just calm down.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Steeb on January 12, 2024, 10:36:11 pm
Great mod! I'm having issues where opening the mystery box often makes my game freeze, forcing me to close it via task manager. Is this the result of the mod being unstable, or is there something on my end I can do? I've verified integrity of game files and reinstalled the mod multiple times. It happens more often in coop.
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: koyle112 on February 09, 2024, 04:50:13 pm
So, how the fuck do I remove the explosive damage from dogs and the flamethrower dogs from this fucking mod? I love this mod to death, but these fucking dogs are cheap as shit and were only put in this shitty mod just to piss people off
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: flabbergasted on April 08, 2024, 12:25:46 am
Great mod! I'm having issues where opening the mystery box often makes my game freeze, forcing me to close it via task manager. Is this the result of the mod being unstable, or is there something on my end I can do? I've verified integrity of game files and reinstalled the mod multiple times. It happens more often in coop.
also having this issue on co-op with this mod
Title: Re: Renaissance Mod ( Final Update: 11-20-2019 )
Post by: Lord-san on April 12, 2024, 07:02:25 am
So, how the fuck do I remove the explosive damage from dogs and the flamethrower dogs from this fucking mod? I love this mod to death, but these fucking dogs are cheap as shit and were only put in this shitty mod just to piss people off
Is the point from the mod, make the game a bit harded in low rounds but high round will be more easy once you get rewards also dogs aren´t a big deal, just buy phd or do the 4 challenges to earn the vest, with jug you will have like 400+ health.